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Thread: How to remove AI pop growth bonus from H/VH difficulty levels?

  1. #1

    Default How to remove AI pop growth bonus from H/VH difficulty levels?

    Title is the question. Where can I find the files that contain difficulty levels and what do I have to change in order to remove the population growth bonus (1% on Hard, 2% on Very Hard) from the AI bonuses.

    Thanks in advance.

  2. #2

    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?


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  3. #3
    Gigantus's Avatar I always insist on burying the hatchet. At night. Still dripping. Next to my opponent
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    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    That's a hard coded bonus, eg in the executable.

  4. #4

    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    Quote Originally Posted by Gigantus View Post
    That's a hard coded bonus, eg in the executable.
    Meaning it can't be altered?

  5. #5

    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    Well, probably it COULD be done but CA does not allow editing the .exe file so that would be illegal.
    Nothing that can be done.

  6. #6
    Gigantus's Avatar I always insist on burying the hatchet. At night. Still dripping. Next to my opponent
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    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    Not directly - you could counter growth bonuses given by buildings by enabling a negative bonus based on game difficulty:

    --script
    CampaignDifficulty = hard
    set_event_counter DiffHard 1

    ---EDB
    population_growth_bonus bonus -2 requires factions { all, } and event_counter DiffHard 1
    Last edited by Gigantus; November 08, 2017 at 08:46 AM.

  7. #7

    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    Quote Originally Posted by Gigantus View Post
    Not directly - you could counter growth bonuses given by buildings by enabling a negative bonus based on game difficulty:

    --script
    CampaignDifficulty = hard
    set_event_counter DiffHard 1

    ---EDB
    population_growth_bonus bonus -2 requires factions { all, } and event_counter DiffHard 1
    Wouldn't that apply to the human player as well then?

  8. #8
    Gigantus's Avatar I always insist on burying the hatchet. At night. Still dripping. Next to my opponent
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    Default Re: How to remove AI pop growth bonus from H/VH difficulty levels?

    That's correct. Which means you would need a second event counter to enable it only for the AI:

    script
    Code:
        monitor_event PreFactionTurnStart not FactionIsLocal
            set_event_counter Is_the_AI 1
        end_monitor
        
        monitor_event PreFactionTurnStart FactionIsLocal
            set_event_counter Is_the_AI 0
        end_monitor
    EDB
    Code:
    population_growth_bonus bonus -2 requires factions { all, } and event_counter DiffHard 1 and event_counter Is_the_AI 1

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