Splitting AI mechanics vs Human mechanics

ZergMazter

Prince
Joined
Apr 7, 2012
Messages
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Location
US, Florida
I did not know how to name this thread, but I was looking for any mods that would split the game's mechanics into AI mechanics and Human mechanics. I haven't found any yet, and I've been looking for new ideas.

This was growing too big so I deleted it all. I'll try to be as simple as possible:

-Created AI only tech and human only tech

-'AI' Tech keeps the normal game's units and mechanics. 'Human' tech allows you to make special units which will play along side the normal game's units for a more in depth mechanic (Harder), and the AI cannot build.

An example would be:

The AI has a modified normal battleship with a bombardment range of 10, and an attack of 1. The human has the same unit. The outcome is that the AI bombards the human battleship from very far and the human has no clue where the fire is coming from. The human has the option through the human tech to build a UAV that can recon it's surroundings, and be loaded into any battleship.

This essentially makes the human battleship cost 2 gold now because without an UAV loaded into it, it would surely die before it could find it's target, while the AI's still cost 1 gold. Yes I like my games hard, and not the kind of hard the difficulty levels offer.

This can be applied to anything imaginable, and hopefully you get what I'm saying. Anyway the point is I haven't found any mods like this.

Have you? I'm trying to do something crazy with the game's artillery since they make it too easy for humans to win and the AI won't build enough. If you know of any mod with similar concepts let me know please.

Thanks!
 
I'm just slipping back into CFC after way too much time away, but:
  1. Have you considered giving a plethora of Invisible units to the AI with relatively few Detect Invisible for the Human player?
  2. Giving the AI, but not Human, units with the "Charm" ability might help.
  3. Also, giving the AI artillery the Blitz Flag might be worth tinkering with.

:old: ,
;)z
 
Hey Ozy.

Interesting points Ozy. The Charm thing is a cool idea and I might use it. The AI is so weird lol. I never thought about the blitz either nice!!!

I went a completely new and more complicated way. I am making artillery work a little different but efficiently I think. I don't know if you've noticed but naval ships can be very good artillery units when you give them stats such as 1attack/20defense. They'll almost always bombard and retreat.

An idea was born. What if I fooled the AI into thinking land artillery were naval ships with 1attack/20defense? It worked when I used the cracked editor to flag land artillery as navies. The problem was the AI thought they were naval ships and would build them instead of navies. A work around was to have them build the normal artillery and link it to an unbuildable upgrade to the 'naval land artillery', so that they thought they built land artillery in their strategy, but then upgraded to the better version. Still toying with that upgrade.
 
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