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Old October 14th, 2009, 07:00 PM
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Makinus Makinus is offline
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Default AI Pretenders

To make the SP game more challenging i want to design the AI pretenders, i´m thinking about assigning immobile imprisioned pretenders to all AIs with good scales so the AI is more of a challenge.

I´m not sure how to do it though.. must i assign all AI players like they are human, design the pretenders and then at the first turn to computer control? there is no easier way?

Also, any good ideas for immobile pretenders for the AI? Thanks.
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Old October 14th, 2009, 07:05 PM

Maerlande Maerlande is offline
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Default Re: AI Pretenders

Makinus,

I'm also working on this to fit with Ballbarians SemiRandom. We have a discussion going in the Maps and Mods link here:

http://forum.shrapnelgames.com//showthread.php?t=44008

I downloaded Ballbarians God Editor and am working to learn it. But the hardest part is designing suitable AI pretenders. I'd be happy to share with you.

Regards,
Maer
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Old October 14th, 2009, 07:26 PM
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Default Re: AI Pretenders

The problem with semi random is that i can´t use it with the All Ages/Single Age mod (or at least i don´t know how) and i love to use that mod...

looks like i´ll have to manually set each pretender...
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Old October 14th, 2009, 07:28 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: AI Pretenders

There are two ways of doing it. Design them in the game, start with them as human players, then set them to AI. Or design them with map commands and append them to the end of the map. Im afraid there is no map-commands option to put a god to sleep or imprisoned.

However with the map commands you do get to do much more. A pretender can be ANY unit in the game, not just those on the pretender list. You can pile on magic and scales (just remember to turn off "cheat detection"). You can also give the god starting equipment such as a Frost Brand sword and an Anti-Magic Amulet. You can assign bodyguards that it usually would not have access to such as angels. You can also give the AI nation extra troops, extra castles, extra magic sites, etc.

Here is a quicky-reference list of the map commands just so you can see whats there.
http://www.dom3minions.com/docs/map_qref.txt

Here is an example of an AI god. Try copying aran.map in your maps directory to aran2.map then add these lines to the end.
Quote:
#god 11 812 -- Lord of the Wild
#comname "Green Mind"
#allies 11 26 -- likes to ally with Oceania if they are both AI
#allies 11 48 -- likes to ally with Oceania if they are both AI
#allies 11 40 -- likes to ally with mid_Pangaea if they are both AI
#allies 11 61 -- likes to ally with late_Pangaea if they are both AI
#allies 11 48 -- likes to ally with Oceania if they are both AI
#clearmagic
#mag_death 4 -- needed for Pangea spells and a bless
#mag_nature 4 -- needed for Pangea spells and a bless
#mag_blood 4 -- good combo with the above and a bless
#additem "Treelord's Staff" -- 2 more nature
#additem "Skullface" -- helmet with 1 more death and support
#additem "Armor of Souls" -- armor and 1 more blood
#additem "Boots of the Behemoth" -- goes well with his size 6
#additem "Brazen Vessel" -- misc slot and 1 more blood
#additem "Ring of Sorcery" -- 1 death and 1 nature and 1 blood
#dominionstr 11 6
#scale_chaos 11 2
#scale_lazy 11 2
#scale_cold 11 -1
#scale_death 11 0 -- this line might need removed
#scale_unluck 11 -3
#scale_unmagic 11 -1
Now start an Early Era game with that map and add Pangaea as an AI. Pangaea (nation 11) will have a god named GreenMind with very helpful starting equipment and decent scales.

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