Quote:
Originally Posted by pyg
Quote:
Originally Posted by Septimius Severus
Ally commands have however been added for the AI team members of course and I have added 24 ally commands for each human team to ensure that in the event a human team concedes and each nation is turned AI, they will in theory still function as a team and won't attack each other.
As in any team game, turning individual nations AI within a team is not recommended if other nations are still being played by humans, hence your best bet is to bring in alternates or subs to take over. If an entire team concedes though (having nations still alive), that is when this theoretical AI stuff will come in to play.
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I haven't tested this, but the manual suggests that the #allies command only works for AI - AI relationships and will likely ignore the supposed truce with humans. As you say, it's best not to let individual members of a team go AI unless the whole team goes.
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Exactly. These potential alliances will only take effect if/when the parties involved are controlled by the AI. That is our hope at least, for Gandalf has indicated that he believes there is only a 50% chance of it actually working correctly possibly due to the way the game processes the .map file. For instance if the game only processes the #allies commands in the .map file once, a newly AI'ed player may not be recognized as AI. Still it's better than nothing, we will see if it works. But in any event a team should go AI together, that much is fairly clear.
Deva's: Illuminated One, your set to go on your team's forum. An informed alternate is better than one who starts cold. I think for the next game in addition to a team adviser for every team, I will possibly add 4 slots for global alternates, who will be able to serve on any team without having privy info. Yes, I could do all alternates like that, but I think having dedicated team alternates gives them an advantage as opposed to going in cold, and encourages a team mentality, aside from the benefit of extra input.
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