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  #1  
Old September 8th, 2009, 12:20 PM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. AI's: New series. Conceptual thread/discussion.

Thanks for taking the time to read and respond with your input.

You are correct. The introduction of water is intended to be exploitable by human land based nations, though I wasn't sure how good the AI is at actually getting into the water. In the case the human players need an additional edge, this would give them one.

The custom artwork on this map will require some work and is the toughest part of the map making process. AI setup and placements will be the easy part. I am no artist, so I was hoping to get one of our resident Dom3 map artists to do the graphics. I believe Pasha, Ballbarian, Lutes, Cleveland, have done this type of work.

If not possible, the closest thing may a modified version of one of the WOG maps.
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Old September 8th, 2009, 02:55 PM

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Default Re: Noobs vs. AI's: New series. Conceptual thread/discussion.

Yeah, unless the AI is playing a naturally amphibious nation it does tend to suck at getting into the water. It basically has to luck into amphibious indies. So bearing that in mind, I have a suggestion (which will also make the game a little harder). Make a random map that is either tall and thin, or a map that is very wide and fairly short. Put the noobs in the middle with AI nations on both sides. You will more or less get the funneling effect since each player will only have to defend a certain number of provinces, and you can do this without needing someone to make a map for you. If you are set on having the map come out to your specification however, I think in all probability you'll have to make it yourself. So if you have any games with a map editor you think might be able to do what you want....

I would aim for making this game as hard as possible. Pre-set gods for each AI with sensible builds would help, as well as setting them to impossible. I believe that is doable with mapping commands, though you'd have to ask someone more knowledgeable about mapping than me. Set the AIs aggressive, low indies... I would not recommend putting the resource multipliers too high though, actually I would stick to normal.

The only problem with giving the AI "powerhouse nations" is that it actually tends to do pretty poorly with them. If you want to give the AI strong bless nations, I recall someone having made an auto divine bless mod that would be a good idea to use. And, probably the nation that the AI is best with is LA Ermor .
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Old September 8th, 2009, 03:03 PM

Illuminated One Illuminated One is offline
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Default Re: Noobs vs. AI's: New series. Conceptual thread/discussion.

Well, if you are going the gods by hand I guess maxing the resources of all units the AI shouldn't build (like the mid-cost warriors for Mictlan) really helps.
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Old September 9th, 2009, 12:20 AM
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Default Re: Noobs vs. AI's: New series. Conceptual thread/discussion.

Quote:
Originally Posted by rdonj View Post
Make a random map that is either tall and thin, or a map that is very wide and fairly short. Put the noobs in the middle with AI nations on both sides. You will more or less get the funneling effect since each player will only have to defend a certain number of provinces, and you can do this without needing someone to make a map for you. If you are set on having the map come out to your specification however, I think in all probability you'll have to make it yourself. So if you have any games with a map editor you think might be able to do what you want....
A random map or a pre-existing one would have to to if I can't get a custom one made to my liking. Your right, I'd probably need to do it myself.

I think I understand the basics of it:

Create a tga or rgb file using GIMP, Photoshop, or some other suitable graphics program. Probably need like 4 layers, one for the underlying land and sea masses, 1 for province locales (indicated via white pixels), another for the province borders, and another for the drawing or placement of trees, mountain ridges, and other graphics.

The file can then be loaded into the map editor where the appropriate terrain masks and province neighbors can be added.

I might try and give it a whirl, though I think I may lack the artistic skills to make it look realistic rather than artificial (coastlines would need to look like actual coastlines with crags and irregularities, rivers wouldn't be totally straight, etc.).

Still hoping some worthy might step up to assist us.

Quote:
Originally Posted by rdonj View Post
I would aim for making this game as hard as possible.
I would like the games to get progressively more difficult if possible.

That being said, making custom pretender builds for 10,12, or even 14 AI nations each time may be a lot of work but would certainly add to the difficulty. I'd be fine either way really. Plain random gods, scales, and such would seem more like what one would encounter in a quick single player game though, which is sort of what I was aiming for.
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Old September 9th, 2009, 02:16 AM

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Default Re: Noobs vs. AI's: New series. Conceptual thread/discussion.

You could start the first game with quick random gods for the AIs, sprinkle in a few well-designed ones for the next game, and then fo the last game have all pre-designed gods. That is one of the largest factors in AI difficulty anyway. Another would be to start the AIs off with some thugs or useful magic items.

As for the map, you could maybe ask elmokki for tips. He made a bunch of custom maps based off of... cradle of dominion? I don't remember which map for sure, but he was able to make very nice-looking maps using pre-existing map images.
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