[ian-reeds-games] Re: AI control

  • From: michael Tholl <mrtholl@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 27 Aug 2013 23:55:04 -0400

I'm not as concerned about the turns, though the map does get busy
fast, if we're talking about axis versus allies in warlords.
I was going to email and talk about what I've noticed so far, though
I've barely gotten into the map after starting over once. grins
My own horror story, I had a diplomat, who I thought was not
AI-controled, go on a suicidal rampage on his way to the centaurs. He
attacked a watchtower, and then moved back into the waiting clutches
of some orcs who were just peacefully attacking a hamlet. Alas! His
sole contribution to the cause was to be fodder.
I'm not at all sure I'm using caravans the way you mean for them to be
used. I had an AI-controlled one transfer funds from an archer, which
I thought was odd.  Then when I made a caravan and tried to use it, I
decided to be just as odd, and I made it transfer funds from a
catipult. blinks
Lastly, I'm not sure the hamlets can ever summon skirmishers. I get
told I need 400 brass to do that, however, the limits on the hamlets
is 200 brass.
Am I missing something?
I'm finding this to be one of the most challenging, and fun, maps I've
played so far.
I'm slightly worried about balance, but considering I'm barely into
the map I suspect that will slowly start to fade.
It sounds a lot like others have progressed a lot farther than I have
which also lessens that concern. Great job on this map.
smiles
Michael


On 8/27/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Lol, It was recommended turning all the units and structures to ai simply
> because there was so much of them. I have been wondering if I should turn
> the use unseen flag back on so that things out of sight range of your units
> don't show up, which might make the  turns go faster. What do you think?
>
>
>
> al
>
>
>
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jono Heaps
> Sent: Tuesday, August 27, 2013 11:38 PM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: AI control
>
>
>
> I second that motion. There's nothing more irritating than units running
> pell-mell all over the map because you forgot to turn off the AI control. I
> don't know what I've done to deserve all this. First I get strike action,
> now I've got mass insubordination. Lol.
>
>
>
> Jono
>
>
>
>
>
>
>
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
> Sent: Wednesday, 28 August 2013 3:06 p.m.
> To: ian-reeds-games@freelist
> Subject: [ian-reeds-games] AI control
>
>
>
> Hi Ian,
>
> I was wondering if it was possible to set AI control in the map editor for
> unit and structures that the player controls?
>
> I don't know how hard that would be to do, but I was thinking that it would
> be better for units and structures to start player controlled, and then
> turned on when desired. It is not a big thing, but I think at times the ai
> controlled units that someone forgets to turn off end up kind of ruining
> the
> game experience.
>
>
>
> An example, I had a white dragon get summoned,  I made some moves but
> didn't
> want to dedicate the unit to a full on attack till I had back up. Well, I
> forgot, and the stupid thing at the end of my turn, charged right in and
> died quickly and ignoblely, lol.
>
>
>
> I was just wondering. OR maybe someone could make a script to do that, to
> make units start uncontrolled?
>
>
>
> Thanks,
>
> al
>
>
>
> "The truth will make you free"
>
> Jesus Christ of Nazareth 33AD
>
>
>
>

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