Hey, have a good trip...
Don't hit any deer, or my brother-in-law!
Don't hit any deer, or my brother-in-law!
if(player[0] == Dale) { AddGold(player[0], 1000000000); } if(player[0] == Dale) { GiveAdvance(player[0], ADVANCE_TANK_WARFARE); }
quote:![]() Originally posted by Howie on 02-13-2001 11:49 AM I rarely post, but I have not seen this issue addressed, or I may have missed it. I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet. Here are examples of setting in DiffDB from Alpha. Beginner= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 Impossible= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels. The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING! I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name. Has this been covered before? Am I missing something? ![]() |
Comment