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RE: Random Scenarios
Posted: Fri Jan 30, 2009 2:53 pm
by Zaratoughda
The 'peoples republic' does more than load up neutral cities with garrisons.... they come after you! With this, the AI regimes tend to stay in their home city until they have sufficient force to destroy the pr forces. For me, have to fight my way out of my home city ultimately taking the pr towns.
The pr forces seem to start in their town and then move to hexes that are not controlled by pr. So, if you start with a lot of cities around you, you will initially see pr forces coming at you from every direction.
Z
P.S. Oh, and yes, you can set the pr forces to be AI, AI+, or AI++, thus setting the difficulty that they present.
RE: Random Scenarios
Posted: Fri Jan 30, 2009 6:05 pm
by Jeffrey H.
ORIGINAL: Vic
ORIGINAL: Jeffrey H.
That's more or less what we've been describing. What you are missing is the production capacity of the city, (that's also a randomized variable) but that can be incorporated as a factor to your RSS concept. I'm thinking about how I could possbily use the ingame editor to do some of these manipulations. Unfortunately, things like city location are fixed by the map generation process. Changing them would require changes to the game code.
It should be possible to load a weighted value for the distance, difficulty of crossing that distance and production strength of each neutral city WRT the initial starting point for each starting regime. Then a leveling process can be initiated to offset some of the differential between the various regimes.
I need to learn more about the editor to see what can be done. I have the feeling this sort of work is outside the capability of the editor.
Hi Jeff,
Actually city location is not fixed. Check the Random Towns scenario in the FICTIONAL directory to see how to place a town. Removing is also possible by specifiying -1 to the ExecChangeLocType.
Kind regards,
Vic
Excellent, thanks Vic. I need to investigate this...
RE: Random Scenarios
Posted: Fri Jan 30, 2009 7:10 pm
by Vic
The editor provides execs to place roads, rivers, change landscapes, put locations on the map. set diplomatics, etc.. so actually i think all suggestions in this thread should be implementable by an experienced scripter.
Remember the last patch with the advanced random games. The hardcore logistics, nuclear weapons and diplomatic options? All was done not through changing the engine but by making a scenario file with events (scripted through the editor).
kind regards,
Vic
RE: Random Scenarios
Posted: Fri Feb 13, 2009 6:05 pm
by doublydavebrown
I've been playing a couple of random games against several AIs and another thing occurs to me: it is a lot of hassle to conquer all of the AIs territory and kill all its remaining units after you've captured all their cities. It would be quite nice (and fairly realistic) to have the AI surrender once its lost all of its cities so I can focus on the other AIs rather than mopping up the leftover. Obviously this would need to be an option as some people might enjoy that mopping up or feel that it adds realism (particularly in a guerilla war setting).
Any thoughts?
RE: Random Scenarios
Posted: Fri Feb 13, 2009 6:17 pm
by Barthheart
ORIGINAL: doublydavebrown
I've been playing a couple of random games against several AIs and another thing occurs to me: it is a lot of hassle to conquer all of the AIs territory and kill all its remaining units after you've captured all their cities. It would be quite nice (and fairly realistic) to have the AI surrender once its lost all of its cities so I can focus on the other AIs rather than mopping up the leftover. Obviously this would need to be an option as some people might enjoy that mopping up or feel that it adds realism (particularly in a guerilla war setting).
Any thoughts?
Mostly I don't bother mopping up because if they have no cities the units quickly run out of supplies and become staionary speed bumps. Take them out only if you really need to.