Re: My Final Verdict (until the next patch, that is...)
DirectorTsaarx:
Yes, tweaking those numbers and a few in the AI_Anger files will indeed make the AI players more hostile. Unfortunately, it makes them more hostile to everyone they meet...ie, it doesnt just react to Human players that way (which is good..its not cheating). But what it DOES mean is that the AI is going to war with just about the first person it meets. Thus, the AI players are all fighting amongst themselves and are even LESS likely to attack someone else.
If the Human player plays it cool, its very possible to stay out of prolonged conflicts with the AI. Either that, or the Human player can just stomp the first AI player they come across and be reasonably safe from the others who are constantly embattled with one another.
The other problem concerns the QUALITY of the attacks. As observed below, the AI attacks on others are half-hearted and ill-advised most of the time. So even when the AI is currently engaged in hostilities with a player, its unlikely that they will do too much damage.
All:
I'd like to test some of this too, but my Data is so customized at this point that I dont think I can be of much direct help. I will go through your list of changes and see what I can implement into my set. I can then at least have a similar frame of reference with others to continue comparing notes.
Has anyone been able to translate anything in the 'politics' file? This one is obviously the key to the AI being so 'treaty happy'. I cant really make enough sense of the file to want to change anything, though. I'm pretty sure that making use of this file and the anger file, we can create distinctive AI personalities. But I'm not sure how to go about it just yet...anyone?
Thanx,
Talenn
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