October 21, 2002, 15:25
|
#1
|
Prince
Local Time: 09:40
Local Date: November 1, 2010
Join Date: May 2002
Location: Hobbits Armpit
Posts: 311
|
Adjustable Difficulty Level
I thought it would be nice if you could change your difficulty level halfway through a game, as there is nothing more annoying than spending 10 hours playing until the industrial game, and realising that you have left the ai behind completely. Once this happens they dont have a chance.
Unfortunately at the next highest level, by that stage I am the one who is left behind.
So it would be great if you could adjust the ai to a higher (or lower) level mid way through a game so I dont feel as If ive wasted half my life
__________________
The strength and ferocity of a rhinoceros... The speed and agility of a jungle cat... the intelligence of a garden snail.
|
|
|
|
October 21, 2002, 15:48
|
#2
|
Emperor
Local Time: 06:40
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Brasil
Posts: 3,958
|
Improve your skills.
__________________
'Yep, I've been drinking again.'
|
|
|
|
October 21, 2002, 17:01
|
#3
|
Deity
Local Time: 05:40
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
|
Or go into the editor and create an inbetween difficulty level (I've pondered this).
For instance:
Monarch - 10% production/science bonus to AI, some free units, human happiness is lower by 1 citizen, AI trade rate 140 (?), human OCN lowered by 10%.
Emperor - 20% production/science bonus to AI, lots of free units, human happiness lower by 2 citizens, AI trade rate 150 (?), human OCN lowered by 20%.
I may be a bit off on some of that stuff, but it's pretty close. My point is that there is a pretty big jump between those two levels. Most, if not all of that stuff is adjustable in the editor. I wonder how things would play out if the AI was given the Emperor-level production bonus with the Monach-level science bonus, with Monarch-level trading and Emperor level human happiness. Got all that?
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
|
|
|
|
October 21, 2002, 17:33
|
#4
|
Emperor
Local Time: 06:40
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Brasil
Posts: 3,958
|
Interesting idea, Arrian... I too think that the gap is far too wide between some levels.
__________________
'Yep, I've been drinking again.'
|
|
|
|
October 21, 2002, 19:56
|
#5
|
Warlord
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Nov 2001
Posts: 168
|
another possibility is to decrease the AI trade rate to 110 for all levels. They still trade tech, but not that much and still build competitive empires on higher levels. And if you are are bored, gift the germans with motorized transportation in an emperor game...
__________________
"Where I come from, we don't fraternize with the enemy - how about yourself?"
Civ2 Military Advisor
|
|
|
|
October 22, 2002, 18:09
|
#6
|
Prince
Local Time: 09:40
Local Date: November 1, 2010
Join Date: May 2002
Location: Hobbits Armpit
Posts: 311
|
I was thinking the problem was more one of aggressive expansion, not tech and producion as such.
And as I said, on a larger map you dont know how crap youve done until many hour of gameplay havebeen played out.
__________________
The strength and ferocity of a rhinoceros... The speed and agility of a jungle cat... the intelligence of a garden snail.
|
|
|
|
October 22, 2002, 18:58
|
#7
|
Warlord
Local Time: 01:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: oregon
Posts: 109
|
what i have done is to remove all bonuses for each level and changed the amount the ai needs to build.
regent i have ai build ratio at 9/10, monarch 8/10, emperor 7/10 and deity 6/10.
this way the ai has a steady advantage and doesnt have 2 or 3 settlers and a standing army at the beginning.
i find that on emp. (7/10) the ai is competitve through the whole game, and not just strong at first but weak in the end.
hope it helps
|
|
|
|
October 23, 2002, 13:31
|
#8
|
Warlord
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Nov 2001
Posts: 168
|
Warlord,
I thought the great differences between the levels are the problem, so decreasing tech rate is a good mixture between slow tech and powerful opponents
__________________
"Where I come from, we don't fraternize with the enemy - how about yourself?"
Civ2 Military Advisor
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 05:40.
|
|