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Old July 14th, 2006, 07:23 PM
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Rollo Rollo is offline
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Default Re: New version: 1.80

Hello Yimboli, yes I did the AI for CB Mod and most of the AI for Devnull Mod Gold as well. Not all of the AI for DNM Gold have been updated yet and the Amonkrie and Fazrah were done by Geoschmo.

The races that I did update (they are listed in the readme and are the only ones that have .emp files) have pretty good AI, but unlike CB Mod they probably need a bit of a bonus (high difficulty, low or medium bonus).
If you like a mod with strong AI, I feel confident enough about them to recommend DNM Gold.

Comparing the AI is rather difficult, as the mods are very different. Pretty much as Kwok has already said.
Devnull Mod Gold AI is not based on TDM, though. Well, actually it partly is, since it IS based on the AI that I wrote for TDM (Vikings, CueCappa, United Flora). But DNM Gold calls for many tweaks in the AI files that you can say they are their own thing. And all the other races have been done completely from scratch or partly based on previous work. But I digress.

There are some similarities between CB Mod and DNM Gold AI, though. All races use combined weapon strategies, fighters, and use troops to capture planets.
But the differences are much larger: DNM Gold AI is aimed to be diverse. I tried a lot of different concepts to make the races use different gameplans and overall strategy. Some of these concepts work better than others, and some are very effective. Most of the scripts took very long to make, test, and fine-tune in order to make them cope with DNM Gold.

OTOH, CB Mod AI is pretty much a hack job. Not polished or optimized yet, but surprisingly strong. This is due to the superb way that CB Mod is set up. If I were to put numbers to it, I'd say the reason CB Mod AI is good is 70% because of the mod itself, 20% dumb luck, and 10% experience in doing AI on my part.

Hope that answers your question.
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Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
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