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February 12th, 2011, 05:49 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: SP AI boost mods/nations?
Quote:
Originally Posted by Koral
Any recommendations for SP challenges? Maybe some CBM compatible mods that gives AI a boost. Or some overpowered nations that would help AI a bit. I seem to recall seeing a post about some improvements to AI scripts but can't find anything in the mod list.
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Better Independents (linked from my sig) has some conflicts with CBM (namely the indies part) but does work with the CBM 1.6 Piecemeal edition if you leave the indies bit out.
The way it helps the AI is upping the costs of crappier indies so high you can't buy them, which forces the AI to use only good quality indies and far more national troops. Makes for a tougher and less monotonous AI.
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March 7th, 2011, 12:21 PM
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Sergeant
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Join Date: Mar 2011
Posts: 210
Thanks: 29
Thanked 16 Times in 13 Posts
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Re: SP AI boost mods/nations?
On another thread, I saw a lot of argument about whether it was better to set the AI to impossible, or to design a competent pretender for them. Im very new to modding, but I think I have an idea that might allow for a compromise.
What about making a Research 0 global enchantment that grants the advantages of impossible (+100% gold, resources, gems)? That shouldn't be hard, right? There are already spells that improve income and resources. I dont think you could multiply gems, but you could at least grant a steady income of all types. The skill could be 1 Earth, since Earth is a good pick for SCs, and that's all the AI knows how to use.
With this, you could desgin a decent pretender, and then cast the spell a few turns in before setting the AI to computer controlled. The obvious limitation to this is that only one player could cast it; no good if you want to face multiple AIs. But that could be fixed by creating multiple varients- EconBoost1,EconBoost2, etc.
Can anyone think of anything Im missing? And does anyone know how to do this?
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March 7th, 2011, 01:39 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: SP AI boost mods/nations?
Quote:
Originally Posted by BewareTheBarnacleGoose
On another thread, I saw a lot of argument about whether it was better to set the AI to impossible, or to design a competent pretender for them. Im very new to modding, but I think I have an idea that might allow for a compromise.
What about making a Research 0 global enchantment that grants the advantages of impossible (+100% gold, resources, gems)? That shouldn't be hard, right? There are already spells that improve income and resources. I dont think you could multiply gems, but you could at least grant a steady income of all types. The skill could be 1 Earth, since Earth is a good pick for SCs, and that's all the AI knows how to use.
With this, you could desgin a decent pretender, and then cast the spell a few turns in before setting the AI to computer controlled. The obvious limitation to this is that only one player could cast it; no good if you want to face multiple AIs. But that could be fixed by creating multiple varients- EconBoost1,EconBoost2, etc.
Can anyone think of anything Im missing? And does anyone know how to do this?
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You can't really make new Global Enchantments, but you could certainly have a research-0 Gift of Nature's Bounty, the resource one I can't remember the name of, and indeed Forge of the Ancients. GoNB would certainly produce a pretty crazy AI! It might be quite fun as a nemesis for a couple of human players.
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