Different requirements for AI players vs human players
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Is it possible to have things work differently for an AI player than a human player? For example, units having a different cost if played by AI, or a different battle strength.
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@beornthebold Kind of. If you look at Greyhawk Wars, it does some things around human vs AI. The best thing is probably to use the resource modifiers to provide additional resources for the AI players.
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Assuming the nation is always played by either AI or human. You can make nation specific units with unique costs and abilities.
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@general_zod Further to both the above suggestions you could also set up separate units lists (with different costs/abilities) for a nation that is triggered if the player is set to AI control. It would probably be a fair amount of work... but possible I am sure.
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Do you mean separate productionFrontiers? And manipulation of productionFrontiers.
Yes that is another way to handle it, based on if an AI or human is playing a nation. This method is more complex, but allows the mapmaker to really define the balance even further.
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@general_zod Yup. It would be labour intensive, but it would allow the designer to really fine tune balance.
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@hepps There is no way to fine tune balance vs AI. Either the AI is strong enough to march straight through you without there being anything you could do about it or the AI is going to decide to give up their capital at some point for no apparent reason or something to that effect. At least that's my experience.
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An example of using above suggestion would be to trigger a change in AI productionFrontier based on a condition that indicates, either slow progress or exceptional progress by AI. Then the correct trigger can either strengthen or weaken the AI available units.
Not saying this is the way to go, just that it is possible.
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@general_zod Oh, I see, balancing on the run. That's actually an awesome idea.
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The AI will not build units that require the presence of other units (e.g. a battleship requiring a battleship hull in addition to it's PU cost). So I would like to make that a requirement only for real players and not for AI.
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@beornthebold You can use a system like Greyhawk wars to have a technology that indicates whether the player is AI or human then use conditions/triggers to turn it on/off: https://raw.githubusercontent.com/triplea-maps/greyhawk_wars/master/map/games/Greyhawk_Wars.xml
You can then change either set different production frontiers or even trigger consumeUnits on/off.