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  1. #1
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Making Units Region Specific

    Quote Originally Posted by eadingas
    The player will _always_ expand faster than the AI, unless you give him a handicap, and I don't think it's possible. So the expansion may be slower overall, but it will be definitely easier with more factions than with less.
    Yes, although it's a question for later stages - balancing the game. But by slowing the expansion you'll make life harder for the player everytime he plays the game. He won't rule over Europe in 200BC, only much later in the game.

    BTW, you could discuss this with khelvan. He probably can tell you more about economical and strategical factors.

    Quote Originally Posted by eadingas
    Oh?
    Because some factions will always be stronger than others.

    In the case of very balanced AI factions, a single battle can decide the long term fate of one faction, by unbalancing it economically and territorially enough for that faction to be crippled in the long run. But in balanced AI factions, it can happen both ways, creating imprevisibility. Probably depending on the opposing general's triats in that particular battle.

    From previous experiences, I believe that this kind of balance can be achieved in the MOD. There won't be a roll-over-everyone faction...

    Quote Originally Posted by eadingas
    The problem is that the hardness will not come from increased challenge, but from the game getting tedious and tiresome. From my gaming experience, many small enemies quickly become a bore, unless the AI is challenging. And we really can't do anything to change that.
    But the factions will be very different from RTW's release. And since they are much more, this will enrich the strategical diplomacy game much more.

    And I still hope for an improved AI in the Expansion. This MOD will continue to develop after that has been released.

  2. #2
    Wandering Historian Member eadingas's Avatar
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    Default Re: Making Units Region Specific

    Quote Originally Posted by Aymar de Bois Mauri

    Because some factions will always be stronger than others.

    In the case of very balanced AI factions, a single battle can decide the long term fate of one faction, by unbalancing it economically and territorially enough for that faction to be crippled in the long run. But in balanced AI factions, it can happen both ways, creating imprevisibility. Probably depending on the opposing general's triats in that particular battle.
    Oh, that. I see. For a while there I thought you managed to introduce some kind of balancing event in the game :)

    But the factions will be very different from RTW's release. And since they are much more, this will enrich the strategical diplomacy game much more.
    Hopefully. We shall see. Don't say I didn't warn you if things go wrong, though :P
    I'm still not here

  3. #3
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Making Units Region Specific

    Quote Originally Posted by eadingas
    Oh, that. I see. For a while there I thought you managed to introduce some kind of balancing event in the game :)
    Nope. AFAIK...

    Quote Originally Posted by eadingas
    Hopefully. We shall see. Don't say I didn't warn you if things go wrong, though :P
    LOL We shall see if that happens and I'm confident we all shall sort the problems out...

  4. #4
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Making Units Region Specific

    Quote Originally Posted by Aymar de Bois Mauri
    BTW, you could discuss this with khelvan. He probably can tell you more about economical and strategical factors.
    This is as good a place as any to begin discussion on the current choices we have for playing with the AI.

    I will state it bluntly, so we can be sober about this. Until CA decides to expose the AI routines AT LEAST as far as MTW, we will not be able to make EB a truly challenging game for the human player because the AI will not be able to adopt to the new population/economic balance we put in place. We cannot edit unit purchasing routines, build routines, and things that would have allowed us to change the AI to suit our needs. Instead, we get two silly hard-coded parameters, and some limited choices to choose from. Really, the AI is not modable at all, and until it is, a comprehensive change like this (or like the other hosted mods) will in the end fail to give a satisfying game experience like we all envision.

    So check out my "Petition for the Exposure of AI Build Routines" in the Dungeon, because I fear that a patch which addresses this is the only way we'll reach our long-term goals.
    Cogita tute


  5. #5
    "Aye, there's the rub" Member PSYCHO V's Avatar
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    Post Re: Making Units Region Specific

    OK, Verci and I have 2 units to implement. Everything is done (aside from some text that I'm still working on...and balancing) except region limitation.

    Who wants to have a go at making them region specific?

    Interested parties, I'll need your email.




    We'll also need some play testers for balancing. Samnite has done some preliminary stuff.


    Cheers
    PSYCHO V



    "Ask not for whom the bell tolls, it tolls for THEE!" - (John Donne, Meditation 17)

  6. #6
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Making Units Region Specific

    Quote Originally Posted by PSYCHO V
    OK, Verci and I have 2 units to implement. Everything is done (aside from some text that I'm still working on...and balancing) except region limitation.

    Who wants to have a go at making them region specific?

    Interested parties, I'll need your email.
    You could contact khelvan too, since he is the one investigating the regional availability for units.

    Quote Originally Posted by PSYCHO V
    We'll also need some play testers for balancing. Samnite has done some preliminary stuff.
    I might be able to test them regarding balancing issues, since I'm doing many of the unit stats alteration for the MOD. You have my mail available.

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