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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:23
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In looking into the problem, it seems that the AI has a variety of bonuses that have a cumulative effect, and I'm guessing that the PW bonus SLIC is the main culprit.
I did reduce the gold bonus from the PW booster SLIC, because that boost, along with the normal PW boost was probably the main culprit for the huge science race. (Reduced from 5 gold per pop to 2 gold per pop.)
One thing that does always work in the human player's advantage is that generally, the human player builds more cities, so over the long haul, he can surpass the AI. (BTW, this issue is being addressed in a unique way in the upcoming Ages of Man Mod by Dale.) What I have noted in my games is that the small civs are actually very powerful for a long time - eventually they do fall behind though. Actually, the same concept of bonuses/handicaps is used in EU2 to keep the small civs competitive. Its just that there is always a couple of civs that do an all-too-good job with the bonuses.
I have not done any changes to the CRA_Diff.Db.txt file for bonuses for a long time either - probably pre 1.3... Actually, my adjustmenst were more along the lines of eliminating the handicap that the AI was giving to itself when in the lead and giving it a bonus instead. (go figure...)
And I also just noted another setting in that file that handicaps the human player on higher levels - that setting I had never touched from the default game.
I do remember getting a good competitive game before that SLIC file was added and the AI did not seem to have such a great lead - so hopefully, the combo of a more warlike AI that attacks and seiges, and a reduced AI gold bonus will help balance things.
One final thing - I had tried to set up 'Impossible' in Cradle to be just that. I guess I was sick of hearing about players beating the game at 0AD on that level...
I always play at 'Very Hard' - exception being my current game at 'Hard'
Last edited by hexagonian on 14-11-2002 at 10:33
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:23
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About AOM:
quote:
From Hex:
One thing that does always work in the human player's advantage is that generally, the human player builds more cities, so over the long haul, he can surpass the AI. (BTW, this issue is being addressed in a unique way in the upcoming Ages of Man Mod by Dale.) What I have noted in my games is that the small civs are actually very powerful for a long time - eventually they do fall behind though. Actually, the same concept of bonuses/handicaps is used in EU2 to keep the small civs competitive. Its just that there is always a couple of civs that do an all-too-good job with the bonuses.
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In Ages of Man, I'm trying a new concept I'm calling "Colonisation". Basically, at the start of the game you can't build settlers. When a city increases by 1 (call it Home City), there's a chance that the pop increase will instead settle a new city (call it Col City) somewhere in the vicinity of the Home City. The colonisation script I've created will search around the Home City for a good square to put the Col City. So instead of increasing by one, the Home City will spawn the Col City. This is how cities are created in the beginning of Ages of Man. However, after a certain tech is reached (This tech will be near the end of Epoche 2 before 0AD) a settler will become available. But once the Dark Ages arrive, it's all different again. You may only have a window of about 50 turns before the Dark Ages kicks in (depending what the AI is doing). I don't want to say much about the Dark Ages as it's a surprise. 
On SAP2:
quote:
From Hex:
You will have to manually change the settings in the SAP strategies. If you simply rename my file, the game will crash because there are different governments in Cradle.
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Yes, SAP2 has the default game's governments where Cradle uses it's own. It's probably best to VERY CAREFULLY check the current SAP2 strategies.txt as I made a LOT of other changes that will be effected. There's also extra STRATEGY_****'s in SAP2's strategies.txt to Cradle because of the warbuilder SLIC.
On WAW:
quote:
I think my most humiliating experience to date has come with WAW, when i got completely taken out. So whatever Dale had been tweaking did show that it was possible to make a real fighting AI.
Now to balance that with a good diplomatic game from the AI and a good tech goal from the AI........and combine it to be used with all Mods, this would be sweet!
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You'll probably find this is more frenzy than strategies. WAW's frenzy is a lot more aggressive than Cradle's. Also, the warbuilder SLIC enables the AI to build massive armies, whereby Cradle needs to spread production over buildings, wonders and units. 
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BurntHostage
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stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
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Hey thanks fer all tha feedback!
My settings have pillage of 3000 max eval 5 max exec 1
for all civ types.
They can only pillage once per turnn now.
Now my problem is goddamn Dr. Watson errors crashing my ctp2 games just when they're gettin good.
I did recently have to upgrade to win2k pro. any tips?
Thanks!!
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