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April 20th, 2009, 10:53 PM
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Corporal
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Temple Destroyed Event kills AI!
When this happens early game to the AI the AI has no religious troops to build another temple and this will choke an AI nation this happens to!
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April 20th, 2009, 11:00 PM
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Corporal
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Re: Temple Destroyed Event kills AI!
Make Prophet.
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April 21st, 2009, 02:59 AM
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National Security Advisor
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Re: Temple Destroyed Event kills AI!
I'm not sure if AI would be clever enough to build a new temple in the capital ASAP. With something like Pythium, it could really screw them over.
It's also possible to lose your LAB, but not in turn 2 or anything. At least the lab-destroying and perhaps the temple-destroying event can't happen in the first few turns.
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April 21st, 2009, 04:00 AM
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BANNED USER
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Re: Temple Destroyed Event kills AI!
why do you think the lab destroying event can't happen in the first few turns... its happened to me.. around turn 4 or so.
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April 21st, 2009, 04:22 AM
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National Security Advisor
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Re: Temple Destroyed Event kills AI!
Quote:
Originally Posted by Endoperez
I'm not sure if AI would be clever enough to build a new temple in the capital ASAP. With something like Pythium, it could really screw them over.
It's also possible to lose your LAB, but not in turn 2 or anything. At least the lab-destroying and perhaps the temple-destroying event can't happen in the first few turns.
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There's no restrictions on those in the event code. Some other events do have turn restrictions.
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April 21st, 2009, 09:38 AM
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Shrapnel Fanatic
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Re: Temple Destroyed Event kills AI!
Extreme scales pretty much HAVE to allow for extreme results. And the AI does have the option for extreme scales.
Everything has its pros and cons. The more that "intelligent" limitations are put on AI actions, the more predictable it becomes, and the less replayability in solo play. Extreme randoms allow for surprise wins as well as surprisingly stupid failures.
Dom3 out-of-the-box goes with random over controlled results in many areas (map, your own units AI, computer player AI, magic sites, populations, guardians, etc). However, as an option we do have the SemiRandom program which tries to fix those if you want a slightly more controlled result. That includes logical gods and scales for computer player AIs which can help against the problem mentioned here.
Gandalf Parker
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For some people, unlimited options is the same as no options at all.
It if its not on the menu, its not an option?
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April 21st, 2009, 11:27 AM
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Re: Temple Destroyed Event kills AI!
Quote:
Originally Posted by chrispedersen
why do you think the lab destroying event can't happen in the first few turns... its happened to me.. around turn 4 or so.
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I thought turn 4 was about where they were allowed. Enough time to recruit a mage and a priest. However, Edi thinks otherwise, so I'm probably wrong.
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April 21st, 2009, 06:37 PM
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General
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Re: Temple Destroyed Event kills AI!
KO mentioned offhand once that he did not believe that the really crippling events could happen in the first few turns. I am not sure if this was ever backed up with facts. Really it would be bad if they could not because those early turns are the only ones where misf/death scales are likely to cause events so bad that they make up for thier point cost.
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April 21st, 2009, 06:43 PM
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Lieutenant General
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Re: Temple Destroyed Event kills AI!
Yet it ruins the game for everyone if a player gets a disastrous event in the first turn that renders them noncompetitive, and leaves a huge power vacuum for select other players to expand into.
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