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  #81  
Old September 6th, 2006, 10:47 PM
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Default Re: Artificial stupidity

Hmmmmm actually might. Im not sure what info gets put into the log by the debug command. So we have start-game, and end-numbers (maybe). But the combat would require keypresses. Maybe with a macro...
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  #82  
Old September 6th, 2006, 10:48 PM
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Default Re: Artificial stupidity

You could also increase your statistics by creating many neighboring provinces and setting it up to have the same combat in all of them.
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  #83  
Old September 7th, 2006, 10:12 PM

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Default Re: Artificial stupidity

My default test map is an 8x8 grid and I usually use four battles, alternating attacker and defender.

I thought about using the debug log and it looks possible but hard. I don't have any idea about running the battles though so I'm letting it slide. How would you do a macro?
  #84  
Old September 7th, 2006, 11:36 PM
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Default Re: Artificial stupidity

a third party macro software that will record mouse movements, clicks, and keypresses, then play them back. For repeating the same thing over and over it can be handy
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  #85  
Old September 8th, 2006, 04:59 AM

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Default Re: Artificial stupidity

How does the AI scale in this game? Is Easy simply resource deprived or is it also less intelligent than Normal, for instance.

And I gather that the two Hard difficulties mostly benefit from improved resources rather than improved strategy in comparison to Normal or is this incorrect?

I like to play SP versus an AI that is intelligent but not one loaded with resources as my playing style is somewhat ponderous.

So far I've found that Normal difficulty is maybe a little faster than I'd like, but if the AI on Easy isn't going to avail itself of the same strategies as Normal, then I'd rather stick with Normal.
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  #86  
Old September 8th, 2006, 07:31 AM
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Default Re: Artificial stupidity

The AI doesn't change its tactics AFAIK. However, if the games are too fast, you should try fiddling with the game settings a bit. Up the strength of independents to 6 or so, or play in a bigger map, or with fewer enemy nations. The first one, especially, can have a huge impact.
  #87  
Old September 8th, 2006, 11:39 AM
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Default Re: Artificial stupidity

Changed AI setting changes the amount of points that it can spend on its pretender if I remember right.
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  #88  
Old September 8th, 2006, 05:27 PM

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Default Re: Artificial stupidity

Ok, so AI setting affects design points and either starting gold(?) or a #supplymult, #goldmult, #resourcemult, etc for individual nations?

As long as the AI isn't "dumber" on normal or easy, then I don't really mind. I just like SP games to start off very slowly before developing into all-out slaughter.
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  #89  
Old September 9th, 2006, 04:49 AM
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Default Re: Artificial stupidity

Higher AI levels get more gold, supplies, resources and gems, IIRC. Higher levels of AI also get more design points. Normal AI has everything the same as humans, except possibly e.g. supplies to make up for the fact they easily starve their armies or other things they need because they aren't smart enough.
  #90  
Old September 9th, 2006, 07:23 AM
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Default Re: Artificial stupidity

I don't think they get more gems on higher levels. It may appear that way later in game since they will have more money to buy mages and thus search for sites more. But you can see in early turns its normal gem income.

I think they get more design points on higher levels as well.
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