Quote:
Originally Posted by Hrum
Hmm... 400 provinces might be a little... ginormous for what Doo was proposing. And I think his idea was to have more than 2 allied AI opponents. Which map is it BTW?
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On the map I created it has 2 main AI opponents and other AI opponents could easily be added. The size of the map is intentionally large otherwise there's risk of the supercombatants from the AI opponents arriving to the human player to early. While the map is large the two provinces with victory points will allow the game to end within a reasonable timeframe especially since all human players will be working as a team.
The map I created was randomly generated with one large body of water in the NorthEast for a computer opponent.
Quote:
Originally Posted by Doo
I do appreciate the offer of map and/or support NT Jedi, I was kinda thinking 400 provinces is perhaps a couple too many as well
For the map I was thinking something like Cradle of Dominion, its pretty, large enough for 10-12 players and has lots of "start with four neighbouring provinces" provinces.
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I offered the 400 province map since I figured most SP gamers want comfortable breathing space without feeling the pressure to expand quickly. Cradle of Dominions has a large amount of water stretching across the entire map. Any AI opponents with land nations will almost never attack water provinces, which provides humans with several advantages. If you're using Cradle of Dominions then Argatha should definitely be one of the stronger AI opponents so the water provinces are more difficult to defend.
I recommend the following mapedit commands so the AI opponents are not swallowed so easily:
A) Provide AI capitals with province defence of at least 50 yet not more than 85. I say not more than 85 because events can boost province defence above 125 which causes a bug where it returns to zero.
B) Provide the strongest AI opponent(s) on land with a library at his capital which will help researching levels against human players. AI opponent must have 3 magic sites or less at capital for this to work.
C) Provide growth scales for all AI opponents this helps them survive.
D) Provide some AI opponent(s) with multiple immobile mages which do not have fire or cold auras. These immobile mages will help not only with research, summons, and globals but will also make the final battle more interesting.
E) Provide the strongest AI opponent(s) with a custom pretender which is size 4 or smaller. This will help prevent the pretender from being sent to the arena death match. Items and even artifacts can be equipped on the pretender so it doesn't die during its first battle.
F) If you're looking to increase the game challenge provide the AI opponent(s) with other positive scales such as Order. If you're feeling brave provide them with a couple supercombatants... a water nation could have aquatic supercombatants thus preventing them from traveling on land.
Let me know if you want my help with any of the above.