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Thread: Ask Your Questions Here!

  1. #2741
    Aradan's Avatar Flame Imperishable
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    Default Re: Ask Your Questions Here!

    Quote Originally Posted by Wambat View Post
    It seems like a good fix for these issues might be as follows:

    - Set different victory conditions for the factions under AI control than they would have under human control; maybe set objectives at the extreme of each point of the compass . In the case of unbreakable alliances, make sure the AI's objectives are not any of the territories initially held by the human faction.
    It's not possible to have separate VCs for the player and the AI.

    - If Harad is to have a territory west of Gondor, give that territory a special Men of Darkness cultural bonus, or a governor with sufficient attributes to ensure the settlement does not revolt. The Governor could have zero movement points to ensure he does not leave the city, allowing it to revolt.
    Harad won't have any such settlements, so that's not necessary. But if the need arises, we are much better equipped now compared to TNS to help the AI do what it needs to do. Obviously we can't work miracles, but we can give the AI a gentle push in the right direction...

    A further example of poor AI performance, which might be considered in the next mod, is that the AI does not seem to know what to do with spies and assassins deep in enemy lines. The spies and such Adunabar has in Gondor at the beginning of the RK campaign seem to do no more than provide an irrelevant cult of shadow cultural bonus.
    AI agents seem much more potent in DoM. Starting as RK and with Adunabar having 3-4 assassins in my lands, I usually get a couple of 'building damaged' notifications every turn for the first few turns (I rarely need to test more than that at this stage), mainly targeting my markets and military development.

  2. #2742
    Shashu
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    Default Re: Ask Your Questions Here!

    Quote Originally Posted by Aradan View Post
    AI agents seem much more potent in DoM. Starting as RK and with Adunabar having 3-4 assassins in my lands, I usually get a couple of 'building damaged' notifications every turn for the first few turns (I rarely need to test more than that at this stage), mainly targeting my markets and military development.
    In my games I always block up river crossings with cheap units to prevent agents and others infiltrating my lands. See if this has an effect on the behavior of the Adunabar agents in RK lands. I have a suspicion that the lack of a pathway to home territories might be what is messing with the AI.

  3. #2743
    RZZZA's Avatar Sōzoku-jin
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    Default Re: Ask Your Questions Here!

    I need some hints on how to play Adunabar. I converted Minas Ithil, Barud-eden and Durthang into orc settlements...but how do I get Olog-hai and Wargs?

    Also, is it okay if I keep these 3 cities as evil (shadow) while keeping Minas Tirith, Dol Amroth, etc as human (western men) culture? I'd like to build elite shadow units in the east and elite human units in the west.

  4. #2744
    Aradan's Avatar Flame Imperishable
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    Default Re: Ask Your Questions Here!

    Trolls are available through the Troll Caverns (available in Minas Ithil, Durthang, Dunhold, Dunchrioch) and Wargs through Warg Dens (available in Iath-in-Rhaw, Lith Morchant, Mid Deeping, Rhovanost, Narag-zigil, Ost-in-Agarlad, Derenost. Both are Diversification Buildings, which require a large city and a tier-4 temple.

    Yes, you can have dunedanic units in the west and cultic in the east, not a problem.

  5. #2745
    Thangaror's Avatar Sōkō no yari
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    Default Re: Ask Your Questions Here!

    I don't know if you have enough "bones" left, but I was wondering whether we can hope for animated banners?
    FUNDINUL UZBAD KHAZADDUMU


  6. #2746
    Aradan's Avatar Flame Imperishable
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    Default Re: Ask Your Questions Here!

    Not sure if Eorl has any experience there at all, but it's waay low on the priority list too. Have you seen them in some other mod? Maybe we could get permission and nick theirs...

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