Opponents aren't using their offensive Units properly. why?

synmalice

Chieftain
Joined
Jul 6, 2003
Messages
4
Location
Canada
I've been dabbling with scenario design for a great many years now. Everytime I design one with a new tech tree, new images, etc. It would seem that the opposing civ's go "dumb". I know that if somethings aren't set properly, or you've overextended some of the values it would corrupt the AI-Functions. But, tracking such a problem is like a needle in a hay-stack. Can someone help me on finding this problem? I would prefer to be emailed directly, if possible. Thanks!

malice@syndicategaming.com
 
You're a bit vague. Could you tell us what the problem is exactly? If you're having just a general problem, there are several guides available here. One will likely have an answer for you.
 
Sorry, my bad.

I was in a hurry that day when I posted the message. :)

Anyways, my problem is... I'm conquering my opponents way too easily with the same spread of units (they can also use), and they are producing nothing but "Engineers/Settlers" and maybe 1 out of every 10 units is an offensive unit.

I tweaked my "AI Value's", "Unit Cost" and I jacked up the cost of "Eng/Set" and it still had no effect.

PS. This is in Diety Mode.

Any ideas?
 
Had the same problem. If you allow the AI to build settler type units, they will often build way too many of them, regardless of the cost. Try setting the leader settings (under @leaders in rules.txt) to something more aggressive, expansionist and uncivilized. Often only the extreme values will foster really agressive AI opponents, although combining an agressive civ with a civilize factor will give a mean but smart opponent. This of course also depends on your initial setup, techs/units available and geography.

Disallowing the building of new settlers (allowing a few preplaced) is another way to go, which will also effectively limit the (sometimes unrealistic) transformation of the lands made by the AI in a scenario.

Also see by Mike Daumen.Using your units
 
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