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Action
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R'lyeh
Dec 2000 time: 05:36
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EDIT: Thanks to player1, this is version 2. The major downside is mostly fixed and the demo scenario has been updated to reflect it.
As we all know, in Conquests, the AI almost never gets any armies.
It is possible to give the AI free armies while giving none to the humans, and still playing on a random map.
What you do is create a tech, then set it to be unresearchable and untradeable.
Now, you need to get this tech to the AI but not the players. Assign it to all civs, under the Civilizations tag. Assign all Civs this new tech, as well as their default ones. Now everyone will get the new tech.
Next, using the custom player data, assign player 1 as the human. Then, uncheck civilization defaults under player one. Now, the human won't get the new AI only tech. I would assign two of the starting techs to player one. Here the only downside to the mod comes into play. The human will not get his starting techs by default. You will have to assign him some. If you know you are going to play a certain civ you can go into the editor and giv it the right techs before you play, otherwise you can just assign a couple of the starting techs. It's not quite as good as automatically getting techs based on your traits but I think the trade off is worth it. (thanks to player1 for showing me a better way to make the tech AI only)
Then, create a small wonder. Set the pre req for this small wonder to the tech you created and gave to the AI players. Set the shield cost super low, and make it generate armies every X turns.
The AI will build this small wonder right away, taking about three to five turns if you minimze the shield cost. Once it does, it will get the armies, I've set up a test scenario. This could severely increase the challenge of a game.
All random options are still available, you can play a random map of any size and type against whatever number of civs you want, there is really only one disadvantage that I can think of.
I realize those starting techs represent a lot of the strategy of the early game, but on the other hand, facing AI armies will increase the challenge for the rest of the game. But, the player will still get starting techs, they just might not be the exact ones his civ would normally get.
I have attached a very simple and primitive scenario showing that it does indeed work. Pretty much it's only purpose is to easily show you that the AI does get the armies and so you can see what I did to make it do this.
It's on debug mode, so you can simply fortify and watch as the AI builds the wonders and rakes in the armies (the wonders build fast and the armies come every 3 turns to reduce your waiting time in this demo). Feel free to set the opposing civs to random. That's pretty much it about the scenario.
I switched the Espionge Agency to the army producing building and switched Integrated Defense to the AI only tech, just because it was easier than making new techs and wonders.
If someone has posted this exact way to get the AI using armies before, then I apologize, but I did some searches and didn't find anything. Hope this is helpful.
Attachment: army test.zip
This has been downloaded 4 time(s).
Last edited by Action on 11-07-2004 at 00:44
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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as i've posted before, its a lot easier.
Set Army cost to 0, and let every wonder (small and big + palace) be able to build armies... volia .... the AI suddenly builds armies and uses them in offensive battles quite often!
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Antrine
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I agree, excepting I think he wants to curb the human from taking to much advantage of said arrangements.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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the limit is still 1 army per 4 cities... thats a nice limit... perhaps if you build a lot of cities, just increase it to 6 or 8 cities.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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very true... thats why you can't let that happen.
Best method IMO is still "my way". Set cost to 0 and allow every small/big wonder + palace to build it.
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Gray_Lensman
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All this argument aside about whether or not to get the AI some armies to use... Of what use is it, if the AI doesn't actively load up the armies to utilize them properly. Has this aspect been thoroughly tested/debugged yet?
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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this is my observation regarding usage of AI armies:
At first, when i gave every civ free armies every X turn, but kept the Cost at 400, the AI tended to keep them in cities. But after i reduced the cost to 0, and made them freely available (buildable by every wonder/sm. wonder/palace), the AI started to use them offensive, even if it was their only army.
My theory is that the AI tries to protect their "high value" unit. If it isn't worth anything (no shield cost) however, the AI doesn't care about it and uses it just like any other unit.
Perhaps someone could varify this with independent tests?
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Antrine
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Never played AU 503, however it sounds very intriguing !!
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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antrine:
in my game, the AI loaded armies with 2 spearmen and attacked. Often i've also seen spearmen/archer combos very early on (2 man was max per army in my game).
the key, imo, is the AI needs to think the army is expendable - and you do this by giving it no(low) shield value.
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Antrine
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No doubt, however does your Mod meet 'all' the requirements stated above. I take no chances, each AI gets over 60 units at start-up. No chance not to work. Additionally, the palace as you know spits out armies with other various improvements that the AI's are sure to build early on are keyed to keep the conditions met all along the way with 'free' units every so many turns.
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Gray_Lensman
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Now there's a cool idea... Modding the palace to spit out armies. Since the AI uses them, I wonder what frequency to spit them out at. Wouldn't want to overdo it, it would tend to unbalance the game I would think.
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player1
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Belgrade, YU
Sep 2001 time: 06:36
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quote: Originally posted by Antrine
Here is how it works !
1. Cheap/free armies for the AI best (lots of them is nice)
2. A plentiful amount of 'early offensive uniis' with good movement range. The vanilla game is lacking here. Available by same conditions cheap/free.
3. A plentiful amount of fast move defensive units, again the vanilla game does not have these at all. Available again cheap/free. These defensive units are used by the AI to 'escort', go figure?
And 'drum rolls please', The AI uses Armies provided the above conditions are met, with WAR. That's it! Just good ole fashioned war, whether initiated by the AI or the human. Check it out. 
And these armies are full-up, plentiful and far ranging.
Oh, and every single one, every single time. (well I have only tested 50 times ) |
Hmm...
Could it be possibile that AI got messed up by giving armies ability to get +1movment? (hard-coded, can't be removed)
So when army get filled with one foot unit, it gets movment 2.
AI then looks to add unit with same movement as army.
AI doens't find any such unit.
Army becomes passive.
P.S.
Could you post your moded rules here.
I'll like to inspect rules changes myself.
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Antrine
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Your 'army debug.sav' is a save game?
I am having trouble figuring out how to save/export the rules?
I tried just to upload the scenario file, however it is the wrong type for the board's upload service. Can unzip RAR file?
And I have load of unique units and have not amended the Text files fully.
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Antrine
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Oh I think I might figure out something, I look into the file tree some more.
If I collect the text files and unit files and let's see, I'll look at how others do this.
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Gray_Lensman
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For those who for some reason or other don't want to break the 1 army per 4 cities rule, all they have to do is make the palace produce Leaders instead. but that then depends on the AI having the intelligence to create an Army from the Leader instead of other uses. Has anyone checked out the AI to see if it makes Armies out of Leaders or does it just overwhelmingly prefer to speed up production with the Leaders it acquires?
Edit:
Actually, for that matter, what would the AI do if you just turned off the ability of a Leader to finish improvements, leaving it with only Army creation as a choice? I always thought that was kinda too much capability for one unit anyhow, and what is forced labor for? I'd leave the science age ability turned on, that way if for some reason it reached its 1 per 4 city limit, it could use it for science instead.
Last edited by Gray_Lensman on 17-07-2004 at 13:52
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