Page 2 of 2

Re: New AI release

Posted: Thu Sep 10, 2015 3:55 am
by Black Star
Ya i Would always get Range First

Re: New AI release

Posted: Thu Sep 10, 2015 5:30 pm
by P-51
Well I was thinking more that I wouldn't want to encourage the AI to use siege at all. But you're right. If anything range would help them use it properly.

Re: New AI release

Posted: Thu Sep 10, 2015 7:59 pm
by Udolf
Thanks for the input!
I put siege CR there because there have been 3 civ points left, and not 2. But if you think range is more important, I will change it to range even though I will have 1 civ point left then.

Re: New AI release

Posted: Thu Sep 10, 2015 7:59 pm
by Udolf
P-51 wrote:Well I was thinking more that I wouldn't want to encourage the AI to use siege at all. But you're right. If anything range would help them use it properly.
Why wouldn't you want to encourage the AI to use siege?

Re: New AI release

Posted: Thu Sep 10, 2015 8:01 pm
by Udolf
Please also give me feedback for the civ points that are spent for swordsmen and ca. Do you think it is a good idea to not include build time decrease and instead include speed for both, like I did?

Re: New AI release

Posted: Fri Sep 11, 2015 7:21 pm
by P-51
Udolf wrote:
P-51 wrote:Well I was thinking more that I wouldn't want to encourage the AI to use siege at all. But you're right. If anything range would help them use it properly.
Why wouldn't you want to encourage the AI to use siege?
We don't want the AI to be stupid enough to be using siege in the early game, or worse, massing it. Usually siege comes into the late game to support existing armies and it isn't worth upgrading in your civ. I also don't think the AI would be smart enough to manage their units and I can imagine them leaving ballista on the front lines with their swordsmen.

Re: New AI release

Posted: Sun Sep 27, 2015 5:06 pm
by Udolf
Hello everyone!

I decided to not give this project up, even though I have to create the scenario file new from scratch for using it with multiple human players, because I had a wrong template.
So I have some questions for the new Scenario file that I want to create. I want to do everything correct this time, so please help me out:
- How can I run Empire Earth in a Window? (I need 2 windows of Empire Earth, 1 for the old scenario and 1 for the new scenario)
- Which map size do you recommend for 8 players?
- How much resources do you normally have in MidSH? (what means the "SH" anyway?)
- Game variant is tournament in MidSH, right?

And some more questions for the development:
- I am going to let the AI develop the CA attitudes this way:
Range+1,Attack+3,Speed+2,Range+1,Attack+4
Is it ok?

Re: New AI release

Posted: Mon Sep 28, 2015 8:17 pm
by P-51
I'm not sure if you can run EE in a window. At least I've never seen it. But you can alt-tab between the two pretty easily.
Map size should be large, I don't know what the equivalent of that is in tile length. Definitely not more than 200 x 200 though.
SH = standard high
800 food, 750 wood, 800 stone, 100 gold, 100 iron
Yes, tournament variant

Re: New AI release

Posted: Sat Oct 03, 2015 10:29 am
by Udolf
Thanks a lot!

Re: New AI release

Posted: Tue Oct 06, 2015 3:40 am
by Jodocus
>> - How can I run Empire Earth in a Window? (I need 2 windows of Empire Earth, 1 for the old scenario and 1 for the new scenario)

I manipulated EEC in a way you can open multiple instances of it, but only 1 AOC instance so far. For EE in a windowed mode I use DxWnd, you will find it on SourceForge.

Re: New AI release

Posted: Wed Oct 07, 2015 10:07 am
by Udolf
Thank you, Jodocus.

Re: New AI release

Posted: Wed Oct 07, 2015 11:14 am
by Udolf
1 more question.
The difficulty level should be easy in MidSH, right?
This is a problem, because as far as I understand it, the difficulty level not only controls how hard it is to kill animals, but also how good the AI will be.
So if I put the difficulty level on easy, killing animals will be easy, but my AI will be stupid as well.