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October 22nd, 2007, 07:40 AM
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Corporal
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Join Date: Dec 2006
Posts: 148
Thanks: 9
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Re: AI nation skills
Thanks Edratman. Presumable on 1. all other human fractions resign on turn 1 and the AI take over. Is that correct?
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October 22nd, 2007, 08:08 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: AI nation skills
Quote:
Ming said:
Thanks Edratman. Presumable on 1. all other human fractions resign on turn 1 and the AI take over. Is that correct?
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That is correct.
That is the only way I know how to select the pretender and scales for the AI without editing.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 22nd, 2007, 08:36 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
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Re: AI nation skills
To the very weak nations I would add Abysia, because seeing fully fire resistant armies without any fire mages in support is really funny, I usually kill them wihout having to wistand any fireballs(or fire clouds).
The same thing is probably true to all mage reliant factions.
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10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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October 22nd, 2007, 08:38 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: AI nation skills
I just had a thought. Would it be possible to have on the menu screen (the one where you set indy strength) an option to make all AI allies in the next patch? I have no idea if the coding would be managable or not. The default should be non-allied if it is doable.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 22nd, 2007, 08:58 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
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Re: AI nation skills
Another option, very easy to implement, is to stale your first three or four turns. Just hit end turn and do not give any orders for the first few turns. While it does not change how the AI performs, it gives the human a big disadvantage. As the growth tends to be exponential, those lost turns at the start really hurt in the long run.
I regret that I do not remember who first posted this idea, as they deserve credit for such a simple fix.
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October 22nd, 2007, 09:03 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
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Re: AI nation skills
Play on NI (no independent maps) helps alot.
Set resources to 300 helps the impossible AI as well.
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October 22nd, 2007, 10:16 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Re: AI nation skills
AI strength is not my biggest problem. I would like to see all AIs equal. I do not want to have always strong Ermor against me. I would like to meet strong Bandar Log or Caelum. Now if you play on a big map with most nations in you may expect that the same nations will be your biggest threat.
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October 22nd, 2007, 10:53 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: AI nation skills
This can only happen in MP play Zeldor or via extensive modding of those nations which would of course change them into a completely different nation.
AI for individual nations would be great but I can't see it ever happening.
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October 22nd, 2007, 11:19 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Re: AI nation skills
I play SP when I want many turns a day, I won't get that in MP.
Some nations are weaker in SP not because they are made weak but because AI cannot handle them. I don't think mods can change it, unless you can rewrite a lot of AI mechanics.
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October 22nd, 2007, 02:27 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: AI nation skills
If you'd like to see some huge armies - which the AI is better with than mages, for sure - set the Supply and Resources multipliers to 300. Setting Gold to 300 will give you so much you'll be able to build a couple castles every turn by the second year, which changes the game drastically. Between this and the No Indies mods, you usually have quite a bit to deal with pretty quickly.
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