February 5, 2001, 01:03
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#91
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by hexagonian on 02-02-2001 11:16 PM
AI_INTELLIGENCE_FACTOR 25
AI_GANG_UP_FACTOR 25
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i'm not sure what they do. I was hoping that changing them would do something but i never saw any difference.
The barbs really make the game more difficult. The great wall becomes a necesity so that dictates what advances I research. I have to hope to find some settlers or to buy a few because I spend so many resources beating back the barbs, that I need to keep 1 city doing nothing but pumping out units. And since I changed it so that the barbs get the most advanced units available, i lose a ton defending my cities. And I get attacked so often that my cities have great difficulty in growing.
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History is written by the victor.
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February 5, 2001, 11:16
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#92
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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You ought to post these files here as a mod. Its a nice addition. Couple this with the AIFrenzy, and you will have a wicked game.
I had run a test Saturday in my mod with the alt Barb settings and the AIFrenzy. I went to turn 100, and the barbs were constantly popping up, so I was not only building garrison units, but also small offensive stacks for each city that needed to be stationed outside of those cities to prevent suprise attacks which stood the chance of decimating population.
I also planted a city by the American border, which the Americans prompty took out a couple of turns later. They then proceeded to send a stack of 8 at my capital. I tracked it with a smaller stack - meanwhile I was scrambling to get a defensive stack in place to counter them. The whole time I also had to keep my cities garrisoned because of the constant Barb threat. I managed to get a stack of 11 up in time,and when the Americans ran into it, they promptly turned tail and retreated, even ignoring the lone units that I was throwing out as bait, which would of brought it up to my stack.
It was sweet. Unfortunately, I was playing through my scenario and didn't realize the process that you need to do everytime you load a saved game in a Scenario. So I couldn't reload the game.
Any idea on the PowerPoint setting in units.txt?
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February 5, 2001, 19:57
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#93
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Boiling Springs, PA
Posts: 11
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have you tried removing great wall wonder to see if it changes barb behavior??? if you are correct and this is our of the game then have barb uber alles, or such.
be curious as to results. i've tried similar things with cost, but not the other options you've added, will add them in and play again.
jsnider
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February 6, 2001, 01:12
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#94
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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i havent figured out a use for powerpoints and I suspect its another holdover field from CtP1 (not sure it was used there either).
I've made so many chances in other in so many files that I dont even know which ones are needed for a mod. I dont play any mods right now because I think tweaking the files has gotten me better results w/o any glaring weaknesses. I went thru and modified all the diplomatic settings so I get a more realistic diplomacy w/o SLIC. They even threatened last night to destroy my capital if I didnt stop trespassing and I've received requests to swap advances. I dont like Diplomod because of the early map swapping by the AI before they even make contact. To me thats no different than playing with fog turned off and isnt much fun. I dont like frenzy because it tended to leave cities defenseless once it started to attack me. By tweaking the files, the AI knows how to stack and unstack and last night I was invaded by over 40 units in 5 stacks. I eventually lost a city because I couldnt rush reinforcements as fast as they could. I never know which city is the target my way as I've seen the AI bypass a heavily defended city to attack a lightly defended one deep within my borders. With frenzy, the AI tended to make too many suicide attacks that did nothing but give me more vet units. By letting the game play as intended, the AI uses the matching criteria to determine whether to attack (except for the barbs who are suicidal until they start conquering cities). Without frenzy the AI is free to send armies after the barbs and to fight wars among themselves. In my game last night, even tho one civ was at war with me, I was too far away so they took the barbarian cities of Vandals and Visigoths. Its really a shame that they designed the game to turn the barbs into a civ if they started capturing cities, as I think its more fun when the barbs are rushing around attacking everyone like crazy. I have a theory that it may be the combination of the barbs holding 2 or more cities and the human player building the Great Wall that triggers their civilized behavior. I noticed last night that almost immediately after I finished the Wall that they stopped harrassing the other civs too. At which point those civs turned their attention towards me and have 2 of my frontier cities surrounded by I'm too well defended for them to attack but not strong enough to break out. I may use a limited auto update tho for the AI since it knows to upgrade its units within its cities, it doesnt know to do it in the field and they sometimes end up with huge armies of useless units. Right now I just use those armies as cannon fodder to get vet status.
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History is written by the victor.
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February 6, 2001, 04:18
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#95
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Guest
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quote:
Originally posted by JSnider on 02-05-2001 06:57 PM
have you tried removing great wall wonder to see if it changes barb behavior??? if you are correct and this is our of the game then have barb uber alles, or such.
jsnider
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Same wolf different username....grrrrrrrrrrrrrrr
I just came up with that theory late last night and havent had time to test play it. First I want to see what happens if I let the AI build the Wall.
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History is written by the victor.
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February 6, 2001, 04:43
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#96
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Guest
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I figured out why the AI starts dropping behind at a certain point. I never realized it before but, I shoot way ahead at the same point I start building trading posts and bazaars. I went thru some old saved games just to see what AI cities looked like. Many of the civs had built no buildings at all. So as long as everyone was purely living off the land, the AIs were ahead. In the BuildListSequences file I added a new BuildingBuildList called Start that immediately follows the garrison list. In it is city walls, granary, bazaar, academy, mill and factory. At least every city will now have the minimum. I may add other buildings as I see them being necessities. This should also help the AI since they wont be building wonders so early and with walls can defend against the barbarians better. I also added 5 prod to trading posts in forests/jungles/mountains to represent wood mills and stone quarries. I added trading post to the
improvement list under production so the AI should build more now, helping both their prod and gold.
As I always feared, the AI doesnt understand city size limits. Some small cities had aquaducts because they were on the growth strategy. Some of the military and science civs NEEDED them but wouldnt build them. in my game, I had also lowered the % of AI specialists to 10%, and had lowered the specialist from 30 to 20. I'm going to have to relook at that and make their largest cities dedicate more scientists and factory workers since they are all working the land, but not growing, so in essence those workers are wasted. I may have to strategically add all the city limit increasers to every build list so no matter what the AI is playing it wont neglect city growth limits. Under the Gold strategy, i notice that freight is second on the list, this is way too high as I've noticed that some civs change trades routes almost every turn and never seem to be lacking the caravans needed to do so. That means they wasted alot of prod building those caravans which just sit waiting to be used. Anyone ever notice any kind of caravan limit in any file?
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History is written by the victor.
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February 6, 2001, 10:43
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#97
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Largs, Scotland
Posts: 46
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I am currently playing at Very Hard on Gigantic with 8 Civs.
Ok, now there are 7 civs, because those nice Australians gave me all their cities when I asked them nicely.
Running
// Dale's diplomacy script to make AI do diplomacy with itself.
//
// Modified to include BlueOrange's FRENZY AI script.
//
// Version 2 - 14-Jan-2001[/list]
Am I alone in thinking this a bit too nice? who of you would happily give away all his cities (will the game allow you to do that???)
Is this fixed in version 3?
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February 6, 2001, 12:30
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#98
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I've noticed that the AI did not place a high priority on building Trading Posts. I normally build a lot of them, so I do well economically. Adding a production boost only helps me out further.
I remember this being an issue in the MedMod for CTP1. Wes added mines to be built in forests, but the AI seemed incapable of building them.
There's a tile impovement build list in the default game that only has the basic elements; Farm, Mine and so forth. Shouldn't that list be filled out with all of the tile improvements? I was looking at that list earlier, and it seem a little thin. I believe that there weren't even any of the Net improvememts on that list, but the AI seemed to have no trouble building nets so I didn't do anything with it.
And with the edit you made to the BuildingBuildList.txt file is there any other file you need to edit so the AI will use that sequence? (Dumb question, I'm sure, but I'm still learning...)
[This message has been edited by hexagonian (edited February 06, 2001).]
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February 6, 2001, 14:42
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#99
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Prince
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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The version 3.2 final has fixed this problem. They don't give you $&^# now And that's a good thing
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February 6, 2001, 17:26
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#100
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Local Time: 03:53
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Here is a thread to ask questions about topics not covered in the "Conversations" thread. Please restrict your questions to AI behavior. To my knowledge, Richard can't do anything about bugs or multi-player problems.
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February 6, 2001, 18:44
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#101
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Yeah, you can't get squat.
Also, I put in special code so if it sees it's Omni on the other side of the screen it won't even give him maps.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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February 6, 2001, 21:44
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#102
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by hexagonian on 02-06-2001 11:30 AM
I've noticed that the AI did not place a high priority on building Trading Posts. I normally build a lot of them, so I do well economically. Adding a production boost only helps me out further.
I remember this being an issue in the MedMod for CTP1. Wes added mines to be built in forests, but the AI seemed incapable of building them.
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That'll be a major downer if thats still true. I'll test it tonight (i hope).
quote:
There's a tile impovement build list in the default game that only has the basic elements; Farm, Mine and so forth. Shouldn't that list be filled out with all of the tile improvements? I was looking at that list earlier, and it seem a little thin. I believe that there weren't even any of the Net improvememts on that list, but the AI seemed to have no trouble building nets so I didn't do anything with it.
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I thought the lack of nets was strange too. Got me to thinking whether tile improvements might be hard coded into the program.
quote:
And with the edit you made to the BuildingBuildList.txt file is there any other file you need to edit so the AI will use that sequence? (Dumb question, I'm sure, but I'm still learning...)
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I havent had a chance to play since I made the changes but it loads ok so it should be just those files.
BTW, no such thing as a dumb question if you learned something useful
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History is written by the victor.
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February 6, 2001, 22:13
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#103
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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I've noticed that wars between AIs will too frequently cease as soon as I land on their continent with any military units. I just wanted to create a little foothold to get a better view of their war to see how they fight among themselves. I'd been watching many cities change hands by sound (marching boots) and by city borders changing. As soon as I landed, both sides fortified and the war seemed to end. Was this probably just coincedence, or a game design?
Second, how can I keep the barbarians from ever changing out of the barbarian strategy? Altho I'd like them to minimally build garrisons and buildings when they capture a city, I mainly want them to pump out tons of units. My latest theory is that they seem to change to the default strategy as soon as they get a few cities and/or I build the great wall. I do love seeing the Vandals and Visigoths I must admit and had given a small ability to them in the barbarian strategy to expand. They also tend to become totally passive thus my theory that they've changed strategies to default.
Thirdly, how can we force barbs and AI units to stack before they attack? I just had 2 stacks of barbs attack one by one instead of forming an army. Being that rally is part of siege and attack i would have expected the entire stack to have attacked together.
Thanks.
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History is written by the victor.
[This message has been edited by Alpha Wolf (edited February 07, 2001).]
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February 7, 2001, 00:54
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#104
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Prince
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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Can he help out on the adding terrain ideas that I had in the creation forum? Or who can I get in contact with for that, if anyone?
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February 7, 2001, 03:37
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#105
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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Success!!! The AIs were surrounded by trading posts on their mountains. Hmmm, maybe I should but trading post first in the build list so it'll build mines (assuming that the list means top has lower priority). Between that and them building bazaars, I'm way behind in gold and science now
On a new note, you might need to lower the war discontent. I had to build a fairly good sized army to defend against the barbs, and all my cities were extremely unhappy about it. Aint that typical, ya build an army to protect them and they complain...ungrateful cretins I'm assuming that the AI is similiarly afflicted.
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History is written by the victor.
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February 7, 2001, 10:52
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#106
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Sounding good.
I tried to link up to your site, but its not active anymore.
Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.
And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
I would guess that the lists work in descending order, as the more advancesd stuff is at the bottom of the lists, so placing trading posts before mines might make the AI bypass building them to build mines instead.
Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
I have sent version 1.02 to OmniGods website, and can email you the text files to look at too, if you are interested.
All work will be credited in the public release.
[This message has been edited by hexagonian (edited February 07, 2001).]
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February 7, 2001, 21:21
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#107
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Local Time: 03:53
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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AW, this paste fron the strategies.txt should answer your second question.
STRATEGY_BARBARIAN {
// must inherit from default
Inherit STRATEGY_DEFAULT
This means that the Bars will use the default settings unless new ones are listed in their section.
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February 7, 2001, 22:14
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#108
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by WesW on 02-07-2001 08:21 PM
AW, this paste fron the strategies.txt should answer your second question.
STRATEGY_BARBARIAN {
// must inherit from default
Inherit STRATEGY_DEFAULT
This means that the Bars will use the default settings unless new ones are listed in their section.
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This is true, however, they should using the barbarian strategy but instead are buildings wonders and buildings which means they switched to the default. My theory was towards the "why" not the "what". No doubt in my mind that they switch but I cant figure out the circumstances that cause the switch. I cant change the default strategy for fear that it will have adverse effects on the other civs especially new breakaway civs. I'd like to keep the barbarians confined to their own strategy so i can define their behavior in a primarily barbarians way
Just call me Prince of the Barbarians OOPS, make that Settler of the Barbarians
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History is written by the victor.
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February 7, 2001, 22:41
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#109
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by hexagonian on 02-07-2001 09:52 AM
I tried to link up to your site, but its not active anymore.
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I was one of those that had something happen to my account the other night, and it was pointing to the wrong place (notice my new settler status ) I'm trying to get the link to work again but so far no luck.
quote:
Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.
And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
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ImprovementList:
IMPROVEMENT_LIST_PRODUCTION {
Improvement TILEIMP_TRADING_POST ## JAW
Improvement TILEIMP_MINES
}
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BuildingBuildList.txt:
add 1 to the number at the start of the file.
BUILDING_BUILD_LIST_START {
Building IMPROVE_CITY_WALLS
Building IMPROVE_GRANARY
Building IMPROVE_BAZAAR
Building IMPROVE_ACADEMY
Building IMPROVE_MILL
Building IMPROVE_FACTORY
}
quote:
Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
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I'll gladly take a look at them, but it wont be until next week as this weekend I go to get firsthand knowledge of barbarians, i mean cheeseheads, ooops, I mean Wisconsinites
quote:
My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
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I dont blame you on this. Every attempt of mine to code SLIC fails on my PC even tho I've been assured the same code works on other machines.
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History is written by the victor.
[This message has been edited by Alpha Wolf (edited February 07, 2001).]
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February 7, 2001, 23:13
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#110
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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FTP site is functional again...dang case sensitivity
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History is written by the victor.
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February 8, 2001, 10:53
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#111
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Thanks - Make sure you read the posts about the Mod to get an idea what is happening.
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February 8, 2001, 14:31
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#112
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Deity
Local Time: 11:53
Local Date: October 31, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Sorry, wrong thread.
[This message has been edited by Locutus (edited February 08, 2001).]
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February 8, 2001, 17:57
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#113
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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John:
As far as I knew peace treaties don't give you any other agreements. I know the icons don't show up on the intelligence screen, but I may be wrong. Great, now I'm all confused........
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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February 8, 2001, 23:56
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#114
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by pchang on 02-08-2001 12:52 PM
All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line.
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I tried that once and got all kind of errors. At some point the AI expects the barbarians to switch and if it cant, LOOKOUT!!!!
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History is written by the victor.
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February 8, 2001, 23:57
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#115
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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quote:
Originally posted by hexagonian on 02-08-2001 09:53 AM
Thanks - Make sure you read the posts about the Mod to get an idea what is happening.
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Will do
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History is written by the victor.
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February 9, 2001, 01:44
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#116
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Warlord
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Halifax, England.
Posts: 178
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Kull,
That IS big news on the Civ2 front, especially the gigamaps which make me wonder how a giga-Europe might look.
As for denigrating C2 mod efforts, it is important to realise that their efforts were only viewed unfavourably compared to the greater effort of ridding the underachieving and user-unfriendly CTP2 (although the type of differances in the game you discussed may take similar depths of advanced technical knowledge - I don't know). Without any point of reference, I would like to make it clear that C2 modifiers added 12 months onto the life of C2 for me and my circle of friends (prior to the multi-player version) without ever asking me for a penny.
As I seem to be in the business of handing out pats on the back, I hope you and your fellow C2 modifyers will accept one as well Lots of games receive fan support, but Civ, in all it's incarnations, has attracted some of the most intelligent and generous people to it over the years.
Regards
John
[This message has been edited by John Barbarossa (edited February 08, 2001).]
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February 9, 2001, 01:49
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#117
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Warlord
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Halifax, England.
Posts: 178
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Dale,
Any chance of a version that disables automatic science and trade pacts when makng a peace treaty with the AI? With the apppalling bugs embedded into the main exe that give your new ally an unfair advantage in the tech market, I fear your (more realistic) interpretation of peace treaties may be being undermined by Activision. As there is no simple way of ending a trade and science pact in-game without upsetting your AI 'friend' in other ways, perhaps this is a step to far for the Diplomod?
If there is no consensus for such a change, perhaps you could tell a CTP mod-novice how to make the changes myself?
Thanks
John
[This message has been edited by John Barbarossa (edited February 08, 2001).]
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February 9, 2001, 01:52
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#118
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King
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Mill Valley
Posts: 2,887
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All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line.
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February 9, 2001, 05:42
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#119
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Prince
Local Time: 03:53
Local Date: October 31, 2010
Join Date: Apr 1999
Posts: 414
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I have been playing on the easier levels and it was indeed fairly easy. So I tried the very hard level for the first time about 20 minutes ago. Yep thats correct 20 minutes ago. I figured some people said how easy the AI was so what the heck I give it a try on very hard. Well what was I supposed to do when the AI torn into each of my cities extremely early with Slavers? Then I had barbarians beating my settlers to death.
Besides I had watched the AI setup a fortification adjacent to my MAIN city. It built up a stack of 4 Archers in that fortification over a couple of turns. Then I was thinking, well it probably won't attack according to what others say. WRONG! It attacked alright, took over the city and headed straight for my other ones with a bigger army. Of course with the Slavers I could not build up a big enough army that quick to stop this. I did not have enough population, I did have the city to 6 but those Slavers brought it down!
All of this happened very early before I could have a chance to do anything! So what is this about the AI not attacking? I take it many must be talking about the easier levels unless my experience and position was rare. Maybe it was the way the random map was setup or something, I don't know. But I got the hell beat out of me because I could not do anything in that situation. I feel the AI is not NEAR as bad as others say it is because of what I seen here. Anyone else had an experience like this early in the game before you had a chance to do anything?
I remember even playing on one of the easier levels where the AI had sent Destroyers up and down my coast destroying ever net and improvement I had built! Of course I was surprised means I heard the AI don't use naval units. Anyway I was forced to build ships or planes to sink those Destroyers.
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February 9, 2001, 08:37
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#120
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Germany
Posts: 18
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In my opinion, the AI becomes weaker and weaker, the longer the game lasts. At the end, there are no more attacks.
try the frenzy ai, as a solution.
bye, Andre
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