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Giving the AI more troops?

Posted: Mon Oct 20, 2008 5:21 pm
by GlobalExplorer
I think I've reached a point where it's too easy to enjoy the game on normal, because I already know that I will win quite comfortably. I am thinking about ways to make it more challenging, but without using the "hard" difficulty.

Of course I tried to set the difficulty higher. Problem is that this gives the AI unfair advantages, and like all similar difficulty measures in other games, I don't like it.

What would imo work much better is an option to give the AI more troops. That way the game would become more challenging because you are outnumbered, but not in an unfair way (cheating in resolving the battles). And I think this would work for both sides, CSA and USA, because in spite of their different strategy both face additional difficulties when there is more opposition. At least until point where the CSA AI actually outnumbers the north, though even that could be fun as an alternative history scenario ("Yankees defending" :) ).

So my question today is, does there exist a setting that I can use to raise the available forces for one side selectively, depending on what is the AI?

And wouldn't it be enough to raise the economic income for the AI? so it can order additional troops / reinforcements, without the need to rescript the scenarios? Resp. is there a way to do such things through the ini / scenario files?

Like:

[font="Courier New"]incomeX = incomeX * modifer_AI[/font]

(modifer_AI = 1.0 by default)

I am a programmer and think I would probably have put such a setting already in the engine, that's why I ask. It would be an easy way to tune the difficulty for the player!

I would like to know what other players think about the idea in general, and hopefully Pocus or someone can enlighten me about the feasibility ..

Posted: Mon Oct 20, 2008 5:37 pm
by GlobalExplorer
The only idea I have right now (with what is available) would be to increase the income for certain, "safe" regions, like California for the North - and for the south I don't know - some area that is usually never attacked. Shouldn't this be possible with changing this line in CitiesXXX.inc ?

[font="Courier New"]ChangeAssetsProd = 100|20|0|30|10|5[/font]

Player of course has to make a mental note to not attack the region right away, otherwise it makes no sense.

Would that work and where can I find out what do the numbers mean?

P.S. The modifier method is of course much preferred.

Posted: Mon Oct 20, 2008 6:35 pm
by Daxil
I'm not sure on that, but Ive heard if you raise the ai FOW to almost non-existent it will create a much better ai opponent.

Posted: Tue Oct 21, 2008 1:51 am
by bigus
GlobalExplorer wrote:The only idea I have right now (with what is available) would be to increase the income for certain, "safe" regions, like California for the North - and for the south I don't know - some area that is usually never attacked. Shouldn't this be possible with changing this line in CitiesXXX.inc ?

[font="Courier New"]ChangeAssetsProd = 100|20|0|30|10|5[/font]

Player of course has to make a mental note to not attack the region right away, otherwise it makes no sense.

Would that work and where can I find out what do the numbers mean?

P.S. The modifier method is of course much preferred.


In the Cities Tab you can give any city more conscripts,money etc.
You could then have several cities producing more men and money to buy them.
Or you can do it as an event by using "ChangeAssetsProd". This way you might be able to change production to another city if a city is occupied.

Check here.......for the files...........

http://www.ageod-forum.com/showthread.php?t=5358

And here on how to compile the scenarios.....

http://www.ageod-forum.com/showthread.php?t=9756

Posted: Tue Oct 21, 2008 7:55 pm
by GlobalExplorer
Thanks.

Now to my other question, who thinks this is a good way to raise the difficulty? After my next big playthrough (which is not due before 2009) I could release a small mod if the concept works, just wanted to know some opinions beforehand.