Would it make the game better in your opinion if I gave the Doviello and the Clan of Embers a techpath more focused on early aggression?
As for it working with 3.19, given the bugs currently present in the 3.19 version I haven't updated yet, but if cvgameutils.py has the same structure the mod should work. You could give it a try and if you don't get python errors on startup it should be compatible.
1) I think about removing the boni for the AI on noble difficulty and reducing them on the higher levels, most noticeably the upgrade bonus (currently the noble AI can upgrade units at 1/4th the cost and gets a discount on buildings). Would such a change be appreciated, or should all game parameters stay the same as in regular FFH?
2) I have written some code that lets the AI pursue the four towers of magic. However it somewhat slows down the performance of the game and the AI is still incapable of building all four due to not knowing how to use metamagic. So is this marginal improvement worth the performance hit?
3) I am thinking about modifying the leaderheads.xml file to give the AIs somewhat smarter personalities (like better unitbuildprobs/less flavorweights and smarter war/trade thresholds) but again this would modify the game and not be a strict AI improvement?
I think this is a good idea - as the AI learns to play the game better it should use more of the same rules as the human does.So I need some feedback for the soon to be released next version:
1) I think about removing the boni for the AI on noble difficulty and reducing them on the higher levels, most noticeably the upgrade bonus (currently the noble AI can upgrade units at 1/4th the cost and gets a discount on buildings). Would such a change be appreciated, or should all game parameters stay the same as in regular FFH?
2) I have written some code that lets the AI pursue the four towers of magic. However it somewhat slows down the performance of the game and the AI is still incapable of building all four due to not knowing how to use metamagic. So is this marginal improvement worth the performance hit?
3) I am thinking about modifying the leaderheads.xml file to give the AIs somewhat smarter personalities (like better unitbuildprobs/less flavorweights and smarter war/trade thresholds) but again this would modify the game and not be a strict AI improvement?
So I need some feedback for the soon to be released next version:
1) I think about removing the boni for the AI on noble difficulty and reducing them on the higher levels, most noticeably the upgrade bonus (currently the noble AI can upgrade units at 1/4th the cost and gets a discount on buildings). Would such a change be appreciated, or should all game parameters stay the same as in regular FFH?
2) I have written some code that lets the AI pursue the four towers of magic. However it somewhat slows down the performance of the game and the AI is still incapable of building all four due to not knowing how to use metamagic. So is this marginal improvement worth the performance hit?
3) I am thinking about modifying the leaderheads.xml file to give the AIs somewhat smarter personalities (like better unitbuildprobs/less flavorweights and smarter war/trade thresholds) but again this would modify the game and not be a strict AI improvement?