 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:21
|
|
I use houserules to make the game harder as I haven't gotten into modding but I am thinking if you played a faction with minus 1 economy, industry and growth that could be a decent challenge. If thats too easy, try minus 2 growth etc etc
|
|
|  |
 |
|
Blake
|
 |
Brainfallocatione
Oct 2000 time: 17:21
|
|
Theres no way you can make equal changes to all factions and expect the human to ever lose with any consistency - I mean short of rigging it so all psi combat is hopelessly in favor of Psi, thus ensuring Planet wipes everyone out...
So you have to play the challenge scenarios against pumped AI's, or play against "cheating" AI factions with extra bonuses.
To make AI's more competitive the following bonuses are great, and the effects of the following are not large early in the game, they aim to prevent mid game crippling:
Free Clean Reactors / Huge Support Bonus: AI's have massive support problems, it's not unusual seeing 100% of an AI's sea bases minerals going to support.... even if the AI wants to be flexible, it can't, because all it's support is tied up.
Immunity Police / Huge police bonus: AI's have massive drone problems when they try to run FM. Give +3 to +8 Police to encourage them to run FM and not screw up by getting in the airpower death trap (often involving 50+% pysch spending and rampant switching between planned and FM). A nice bonus of ensuring they always have +3 police is that the drivel of units they keep in their bases actually do something...
Free Former at start of game: The AI will not always research Cent.Eco first, sometimes Miriam will take 70 or more turns to get it. The free Former can do quite a lot of good (worst case is it gets killed by a worm, but as long as it plants atleast one forest, the forest should spread).
Give the AI BUILD and/or EXPLORE priorities: If an AI has neither it neglects basic infrastructure.
Make the AI less hostile: Once the AI goes to war, it stops building altogether. Making all the AI's less hostile will increase the building up period before full scale war erupts - in particular you will enjoy a less hostile Miriam.
Note the human player has a massive arsenal of tricks to avoid support, police, terraforming and diplomacy problems... the last 2 changes can even be done to all factions, because they only effect AI behaivour.
For more Cheaty bonuses:
Free facility with tech (or without) rec tanks, tree farms, hybrid forests, energy banks, bioE centers, creches... Try to theme it to the faction and time it for when the AI needs a boost. Like you might perfer free hybrids to free tree farms, for a later game, but more significant boost.
Bigger SE boosts I suggest not giving Industry and Growth bonuses because the AI gets those in spades. Instead try research, economy, effic, morale boosts.
Immunity to their favorite or oft run SE (Fundie for Miriam, Market for Morgan, Green for Dee)
|
|
|  |
 |
|
Pocus
|
|
that a nice bunch of tricks! I like particularly the idea of bonuses that take their full importance in the mid game, to preserve challenge throughout the game.
I have read that editing a faction file with the notepad can screw it, any advice on modding factions easily?
immunity to a SE means that the adverse effects are ignored I suppose?
can the AI access dynamicaly the value of the various SE, or is it somehow hardcoded? I would like to rework SE, but dont want to screw the IA.
|
|
|  |
All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|