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January 17, 2012, 04:31 PM
#1
Civis
Question abouth some scripts.
I took a look at the scripts for broken crescent and it was all very nice and easy set up. Even a big noob like me could understand it.
I assume that the script that are responsibly for the AIs economy and thus its unit and building production and upkeep are the AI cash script. If i wanted to reduce the AIs ability to "cheat" would a good way of dooing it be to reduce the number and other numbers like it, like in the example below?
monitor_event FactionTurnEnd FactionType moors
and not I_LocalFaction moors
and Treasury < 0
console_command add_money moors, 5000
end_monitor
I assume that putting this number at close to zero would effectively hamstring the AI so thats not my intention, i just want a few battles to seem like they actually mean something, when i wipe out the enemys two biggest stacks in one huge battle i want it to take some time before he comes with new ones, and i want the possibility of exhausting hes resources, aka: money. The way it stands now that do not feel possibly. What would be a good number to put this at to achieve some balance without totally handicapping the AI? I thought abouth simply cutting every number by half.
Also are there any other scripts that are of interest when it comes to the AI cheating besides the garrison script which i want to keep?
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January 19, 2012, 12:14 PM
#2
Re: Question abouth some scripts.
Take a look at the Carl script by Fred Putz. It makes buildings cost 1 dollar for the AI, but if the AI goes bankrupt, its treasury is set at 50 dollars. This allows it to continue developing its settlements but not to produce additional units.
Try cutting the number in half, and closely observe AI settlement development and army numbers. Adjust the number until you're happy with the results. However, changes to the campaign script aren't save-compatible.
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January 19, 2012, 01:12 PM
#3
Civis
Re: Question abouth some scripts.
Thank you k/t.
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