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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old November 21st, 2008, 12:14 PM
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Default Re: Better Independents v2.1

I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.

This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.

Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
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Old November 24th, 2008, 11:14 PM

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Default Re: Better Independents v2.1

Quote:
Originally Posted by Foodstamp View Post
I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.

This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.

Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
Would this be corrected by using only the increased gold version of this mod?
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  #3  
Old November 25th, 2008, 08:59 AM
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Default Re: Better Independents v2.1

Yes, the Gold-only version of the mod would fix that problem. However, the Gold-only version can lead to the earlier problem, in which using Charm (or whatever) to steal units can cripple you with upkeep.

Honestly, I have not seen any problems with the Resource-only version of Better Independents. I wonder what the difference between my games and these other games could be?
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Old December 1st, 2008, 03:46 PM

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Default Re: Better Independents v2.1

Well darn it seems that the gold version bankrupts the AI and the resource version clogs up the AI build que with units it cannot produce. Im assuming the combined version does both? Hmmm this sounds like this mod hinders the AI more than it helps!

I wonder if there is a way to fix any of this?
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Old December 1st, 2008, 06:46 PM
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Default Re: Better Independents v2.1

I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.

I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.

I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
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Old December 1st, 2008, 08:14 PM

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Default Re: Better Independents v2.1

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Originally Posted by Edi View Post
I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.

I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.

I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
Hi Edi which version of the mod do you use?
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Old January 24th, 2009, 06:14 AM
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Default Re: Better Independents v2.1

I really like this mod and the idea behind it. Removing these suboptimal choices ahead of time is a great way to make the AI perform better.

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Originally Posted by Edi View Post
I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
Right now modded units have a couple of worrisome potential/theoretical issues. If you (or an AI) somehow acquires them, the upkeep on 9000 gold units is ruinous. Similarly, the AI is feared to be (or perhaps demonstrably) foolish enough to clog its queues for practically forever with 800 resource units, if given the opportunity.

This probably isn't a new idea, but another approach to this mod, that removes these concerns I think, would be to remove the bad independent choices by turning those units into clones of a unit effective enough to stay unchanged currently. This means all of the choices would be available everywhere, but none of the units would be totally ill-advised options for AI to pick.

This wouldn't have to be some super creative balance mod to work. For example, just make all the lousy guy-with-a-stick variants into copies of the reasonable Light Infantry w/Javelin. Tribal and light cavalry variants could all turn into cataphracts or good heavy cavalry.

This solution isn't necessarily any better than what you have already. It would change the look and difficulty of a lot of the independent poptypes significantly. Game balance as a whole would change more, since good (or at least ok) units would be recruitable everywhere. Although on the bright side, you wouldn't have to worry about the possibility of clogged AI recruitment queues or bankrupting yourself with enslave.

Anyway, you asked for ideas so I thought I'd throw it out there.
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