HolySpirit wrote:I think I would prefer someone to tweak it to make a few harder implementations available since I'm not used to development tools.
CoCoNet already allows for custom AIs to be made, loaded and shared like the custom maps, but it needs a good knowledge in C# and how to setup a Visual Studio environment (with shaders, direct X, XNA, etc.).
If someone is familiar with this, he can check the AI_Custom.cs file in the "Custom AIs" folder. It's a copy of the Atari ST AI.
HolySpirit wrote:I couldnt find anything written on strategy here but it would be interesting to know other users view on what country is the hardest to play when only playing vs other computerplayers? I would probably vote for Germany or France since the fierce battles in Europe tend to get really devastating and hard to avoid.
I always found the England harder to play because of the price of their armies.
HolySpirit wrote:If we look at the AI-improvements for the computerplayers the main things I would like to improve are:
I totally agree with you.
The improved AI of the next release will fix some behaviors you mentioned:
- The defending forces will scale depending on the overall size of his forces.
- The AI will build his forces depending on the actual balance of his army/navy, i.e. he will build more army or more navy depending on what he lacks (actually, if the AI own 10M army but only 100 navy, he will not try to build more navy than usual).
- The AI will not declare war to multiple majors for the sake of loving war.
According to my tests, it gives nice results while keeping the feeling of the Atari AI.
I already wrote a whole new AI, but, while being stronger for the same level of cheating, it gave too predictable behaviors and less diversity, so i removed it.
dizt3mp3r wrote:How long can this RandomsRegionId line be? Can it be extended and the AI will obey each instruction or is the length of this line limited and subsequent instructions ignored?
There is no limit to the number of elements in the list.
When choosing a new region to conquer, the AI draws a random element in the list.
- You can omit some regions if you dont want the AI to focus on some regions (but the Atari AI is a little bugged on this).
- The probability a region is chosen is proportional to the number of times it appears in the list:
if RandomsRegionId = 1, 1, 1, 1, 1, 2, 2, 4, 4, 4 the odds are:
region 1: 50%
region 2: 20%
region 3: 0%
region 4: 30%