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June 11th, 2008, 11:17 AM
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Sergeant
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Join Date: Apr 2008
Posts: 288
Thanks: 26
Thanked 8 Times in 8 Posts
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Re: Mod: Better Independents v2.0
It is so refreshing to not need massive armies, SC or massive spells to actually win against the AI
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June 11th, 2008, 12:24 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Mod: Better Independents v2.0
I scanned the dm files and it looks very well thought out. The indies you left are pretty much the ones I recruit.
I'm at the 45 minute/turn portion of my current game, which is about my limit, so tonight I'll start a new game with version 1.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 11th, 2008, 12:24 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Mod: Better Independents v2.0
OOPs, double entry deleted. 
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 12th, 2008, 09:13 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Mod: Better Independents v2.0
Great work, Edi, as usual.
To balance out the theme, does anyone have any suggestions for units to add in, to help the AI, rather than taking away units which don't?
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You've sailed off the edge of the map--here there be badgers!
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June 20th, 2008, 02:52 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: Mod: Better Independents v2.0
Okay, my assessment after playing with v2.0 for a week or so and spying on the AI armies fighting each other:
I think allowing archer indies improves AI armies significantly, precisely because missile troops scale well. I just watched EA R'lyeh attack MA Jotunheim, for instance, and get smeared because there were about 70 deer tribe archers mixed in with the Jotun PD + troops. At the same time, you don't see armies composed ENTIRELY of deer tribe archers--the nationals are used where they make sense, and EA Ulm doesn't really use indies at all (preferring the Ulmish archer-maidens instead). So yeah, I think this improves the AI further.
I don't know if it's necessarily more *challenging* because allowing archer recruitment helps me out significantly too. I may (or may not) go back to No Independents on thematic grounds[1]. However, BI was conceived as an AI booster and on that level v2.0 is a definite improvement. Nice work!
-Max
[1] I have mixed feelings about having squads of Woodsmen and Deer Tribe archers mixed in among my Human Slingers and Bashanites. On the one hand, I *did* conquer those lands and conscript the inhabitants, and arguably that's more logical than me building a castle there and suddenly having a pool of Rephaim to conscript in that province. On the other hand, it papers over a weakness in the nation that I should perhaps have to live with (slingers have poor range and have a nasty habit of advancing practically into melee range of one or another enemy group if you leave them scripted to anything but "fire closest").
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 20th, 2008, 07:52 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Mod: Better Independents v2.0
After a couples days of playing I changed all indy commanders back to standard costs because I was having troubles ferrying good indy troops and assumed the AI would have the same difficulty. AI seems to expand slightly better now.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 20th, 2008, 12:06 PM
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Corporal
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Join Date: Jul 2007
Location: Georgia
Posts: 102
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Re: Mod: Better Independents v2.0
I was playing a game last night in LA. I was a mod nation named theran the reign of the vampiri if you know it. I was fighting against LA abysia and got smashed when i attacked an army containing crossbowmen and archers because they held my vampirir hoards off with heavy abysian infantry while they peppered me with arrows and bolts. I love 2.0 it works great in my oppinion.
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June 20th, 2008, 08:34 PM
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Corporal
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Join Date: Apr 2008
Posts: 63
Thanks: 5
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Re: Mod: Better Independents v2.0
Going great so far, been playing a hotseat game with a friend and LA utgard seems to like the hev inf and crossbow men, and mixed in with it's giants are pretty damn strong, so far so good, shame that the silly sods still keep charging his LA man army of defenders and longbow men with out the mages, ah well, can't have everything.
A.I seems to be expanding fine on mine, everyone's got lots of provinces, the only thing (nothing to do with BI) is that my friend went with a 10 dom SC and is basically dom killing all the A.I's, shame they don't do anything about it.
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