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  #11  
Old June 21st, 2008, 04:22 AM

Alexandr Alexandr is offline
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Default Re: The AI Improvement Thread

See, I appreciate things like this as someone who prefers playing against the AI to doing multiplayer, and SemiRandom is basically the most powerful tool we have to prepare games for that task. I just wish that we could get an updated community collection of .GOD files like Gandalf posted above. Out of curiousity, does anyone know if Ball is getting something along those lines put together? I know he's been taking submissions through email, but I'd really like to see how far it's come along!
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  #12  
Old June 21st, 2008, 11:03 AM
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Default Re: The AI Improvement Thread

Welcome to the forums Alexandr!

That is the problem. I have not received a single .GOD file despite 119 downloads on the editor. That's fine as long as at least a few of those folks are getting some use out of it for their own games. But if nobody shares then the only files that get added to the public library are the ones that I have created. With the number of nations in the game, just generating 1 or 2 pretenders for each nation in an era is very time consuming and that is why there are still no pretender files supporting the late era and none for the nations added in the latest patch.

It is also worth noting that I really only want to receive complete and ready-to-run .GOD file pretenders via email, but ideas for builds or map code like Gandalf has supplied above (Thanks Gandalf!) would be great if they were posted in the RanDom or God Editor threads. Then I or others that are already familiar with the SemiRandom formats could convert them to code that could then be added to the library for use by everyone.

Foodstamp was working on a healthy batch of pretender files for inclusion, but I have not heard anything on his progress. Judging from the custom province collection that he shared with us (66 province files!) I am looking forward to his additions.

Links to the relevant threads are in my sig.
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  #13  
Old June 21st, 2008, 02:20 PM

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Default Re: The AI Improvement Thread

<Max looks guilty> I'll try to play around with it some more this week.

-Max
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  #14  
Old June 21st, 2008, 10:15 PM

Alexandr Alexandr is offline
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Default Re: The AI Improvement Thread

My thanks for the warm welcome. Also for the update on the status of the .GODs. Hopefully the contributers can start piping up with them, but it's one of the unfortunate aspects of relying on community aid on projects is that you're usually left high and dry.
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  #15  
Old June 28th, 2008, 09:43 AM
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Default Re: The AI Improvement Thread

Quote:
Ballbarian said:
That is the problem. I have not received a single .GOD file despite 119 downloads on the editor.
I think that this largely has to do with that the people think that they can use your program to edit their existing saved pretender gods and then find out that this is not the case.
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  #16  
Old June 28th, 2008, 10:38 AM
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Default Re: The AI Improvement Thread

In case that is a problem, I have included a link to RanDom and added bold formating to the first line of the God Editor post as follows:

Attached to this post is a tool to make creating custom pretender gods for RanDom a whole lot easier.

Hopefully that will help prevent any confusion.
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  #17  
Old June 28th, 2008, 11:29 AM
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Default Re: The AI Improvement Thread

In another thread:
monster scenario project
there is an interest in how you would change Middle Age (era 2) nations so that they suddenly display an apparently intelligent change of tactics in mid-game on a large map. Have Arcos shift from expansion to research?
Have Ulm shift from using nationals to using independents?

What would you have the AI do if it found itself losing?
Have Ermor shift from armored units to era 3 undead armies?

What would you have them do if they were winning?
Have them stop filling every space with new castles?

Looking for ideas. For any nation, what did you feel it should have done in mid-game? Ctis? Jotunheim? At the point in the game when the AI should have figured out that you had a plan on how to beat them, what do you think they should have changed?
This could turn into a nice scenario for solo play.
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  #18  
Old June 28th, 2008, 05:43 PM
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Default Re: The AI Improvement Thread

One thing that would be an immense improvement would be if we were able to design AI gods with the pretender creation tool. Choose difficulty, design pretender with the appropriate number of bonus points and it would be saved to an ai_gods folder or something like that, and if game setup had a "Load random predesigned AI pretender", SP would start looking a lot better.

Of course, that's a fairly extensive feature request, so not likely to happen.
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  #19  
Old June 28th, 2008, 05:48 PM
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Default Re: The AI Improvement Thread

If only someone had already designed a program that could be used as a reference point in order to quickly and easily implement such an upgrade to the core game..... >.>
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  #20  
Old June 28th, 2008, 06:42 PM

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Default Re: The AI Improvement Thread

I know, I know. I will make some files for the God maker program... soon.

-Max
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