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  #11  
Old January 23rd, 2011, 01:01 AM
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Default Re: Turbocharged AI vs Humanities Last Hope

Sounds safe to place Endomorphious as C'tis ... only Mauxe needs to provide a nation.
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  #12  
Old January 23rd, 2011, 01:06 AM

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Default Re: Turbocharged AI vs Humanities Last Hope

I think I'd like to be Atlantis.

If you would rather I not go water I'll be Caelum.

Mauxe
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  #13  
Old January 23rd, 2011, 02:57 AM

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Default Re: Turbocharged AI vs Humanities Last Hope

Actually I was hoping to only have an AI Oceania in the seas, I kinda think with a super-charged AI they would be tough to kick out of the seas as land nations. If its no bother Mauxe I'd ask you go Caelum.

I'll go..... Tir na n'Og... The land of the forever young....


Cheers for signing on everyone, I'll spend tonight putting the base map together.
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  #14  
Old January 23rd, 2011, 02:44 PM

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Default Re: Turbocharged AI vs Humanities Last Hope

EA Ctis will be fine can u link the mod and map (and perhaps a friendly guide on adding mods/maps)
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  #15  
Old January 23rd, 2011, 03:35 PM
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Default Re: Turbocharged AI vs Humanities Last Hope

I also recommend having only one AI opponent in the seas and no human players in the seas. Instead of Oceania as the AI opponent could I recommend Atlantis?

These are the land opponents I recommend for the AI opponents:

Cold Allies= Pangaea, Helheim, Neifelheim
Hot Allies= Abysia, Tien Chi, Argatha
then Atlantis could either be solo OR computer allied.
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  #16  
Old January 23rd, 2011, 06:38 PM

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Default Re: Turbocharged AI vs Humanities Last Hope

I'm having issues with SemiRand working with the Alexander map so I'll go with the original choice of Cradle of Dominion. Due to the size constraints I'll limit the AI's to a single team of four, three land nations and one water nation.

I am thinking the AI's should be on "Difficult" setting.

The mod can be found here, of the three versions we will use the Gold + Resources version.

Cradle of Dominion you should already have.

To answer your previous question, this is an AI vs humans game, there is to be no fighting between human nations. Deals about swapping provinces or allowing another nation to take provinces for movement purposes are fine.
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  #17  
Old January 23rd, 2011, 07:18 PM

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Default Re: Turbocharged AI vs Humanities Last Hope

For fun I'll detail my process for making the .map file.

Firstly I have run the .map file through the SemiRand program with the following nations selected:


Seeing as the human team has one hot and one cold nation I thought it would be good for the AI team to have the same.
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  #18  
Old January 23rd, 2011, 07:47 PM

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Default Re: Turbocharged AI vs Humanities Last Hope

Next I create a copy of the map to mark what provinces have been designated starting locations by the SemiRand program (note the map we play on won't have these marks on them, also I never bother to do this when playing a SP SemiRand map).



133 looks to be a nice starting place, I think I'll use that for the AI and give that AI a second castle in the north west corner. I read somewhere that if the AI starts with two castles it will devote energy to link the two, if this is true this should create a strong positioned mid game AI.
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  #19  
Old January 24th, 2011, 01:20 AM

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Default Re: Turbocharged AI vs Humanities Last Hope

Manually placing starting positions to make it more even and a challenge, I give each AI a second starting castle. All land AI nations are allied.

The staring map will look like this:

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  #20  
Old January 24th, 2011, 04:17 PM

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Default Re: Turbocharged AI vs Humanities Last Hope

I've passed the .map file on to NT Jedi. Please have your pretenders ready to start.
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