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Old January 29th, 2010, 01:49 PM

Sombre Sombre is offline
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Default Re: House Rules against the AI

Gandalf: A mod won't be made that makes the AI a worthwhile opponent. What you're talking about could already be done easily by any number of modders on these boards and you could easily create an AI nation that would destroy even the best players in SP, no problem. But it would still suck to play against because we can't mod the AI. Giving it nothing but the incredibly simple stuff it can actually cope with requires making this stuff ridiculously powerful for it to stand a chance. That is zero fun to play against.

You go on and on about this all over the place, talking about AI mod nations and mods designed to improve the AI and blah blah blah. It's all just wishful thinking. Oh and shill work of course.
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Old January 30th, 2010, 02:57 AM
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NTJedi NTJedi is offline
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Default Re: House Rules against the AI

My House Rules against the AI:
1) Typically I provide every AI opponent with Order_3, Growth_3, and Luck_3 using the mapedit commands. This really makes a massive difference.
2) The game is setup with at least Independents of 7 or higher.... and Supplies at 300.
3) I never build the unique artifacts and never bid on mercenaries.
4) I use the AI Opponent Balance Mod: http://forum.shrapnelgames.com/showthread.php?t=42679
5) For large maps I provide one AI opponent(usually Niefelheim or EA Argatha) with at least a dozen SCs, an extra province with a fort, immobile mages and library(!!research!!), then last a super powerfully equipped pretender.

** And to increase the challenge one only needs to setup two, three or four AI opponents as allies.

Quote:
Originally Posted by Sombre View Post
But it would still suck to play against because we can't mod the AI.
That's why I'm looking forward to playing Elemental: War of Magic when its released during August of 2010. Besides regular modding the game will also allow modding of the AI opponents.
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Last edited by NTJedi; January 30th, 2010 at 03:02 AM.. Reason: details
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