I'm afraid I'll break the AI
Posted: Sat May 23, 2020 4:37 pm
Hello everybody,
I'm new to modding (which means I have no idea how it works and never did anything like it in my life) and I wanted to "fix" my Gladius a little so I could enjoy it more. I play vs the AI mainly so any changes I'd make would probably directly affect AI viability and thus potentially break the game.
Three things which are my main concerns when playing against AI in Gladius are
- special ressources don't seem important enough in my humble opinion.
- once you destroy the first city of your opponent the rest usually turns into clean-up (chore)
- late game unit compositions don't seem realistic
And I wanted to fix that by adjusting a few values.
First of all I'd like to make it easier to recover when losing a city. I'd like to change the effect of the loyalty value (which goes up when you lose a city). So I wanted to try making it have double the effect (instead of -2%/+1% make it -4%/+2%), see how that plays and go from there. But this might completely break AI behaviour, so Idk if I could just do that without also having to modify AI behaviour.
Then I wanted to make special ressources give more... ressources. I'd like to quadruple the effect of them (so instead of +1 to something they give +4) to make capturing them more valuable and thus creating more focus on territorial control. This might also break the AI, because their usual expansive early game playstyle could maybe now easily be countered by unit rushes and gaining early map control. Idk what effect it would have before testing it.
Last but not least I wanted to make early game units cheaper to put more focus on them, even in the late game. At least I hope that'd be the effect. Or maybe just make all late game units more expensive? I think that'd be the cleaner approach.
But again, I don't know how the AI would react to this. Would they maybe just continue producing late game units, even though they'd be more expensive? The situation I want to produce is that armies consist of mostly basic units (guardsmen, boys, gaunts, etc.) with a few strong units in between. You know, the way it should be.
Could anyone help with this? What should I consider changing? Where is the data I'd have to look at. How would the AI react to these changes? Would this actually make sense at all?
I'd appreciate if I could get someone to help here.
Greetings
I'm new to modding (which means I have no idea how it works and never did anything like it in my life) and I wanted to "fix" my Gladius a little so I could enjoy it more. I play vs the AI mainly so any changes I'd make would probably directly affect AI viability and thus potentially break the game.
Three things which are my main concerns when playing against AI in Gladius are
- special ressources don't seem important enough in my humble opinion.
- once you destroy the first city of your opponent the rest usually turns into clean-up (chore)
- late game unit compositions don't seem realistic
And I wanted to fix that by adjusting a few values.
First of all I'd like to make it easier to recover when losing a city. I'd like to change the effect of the loyalty value (which goes up when you lose a city). So I wanted to try making it have double the effect (instead of -2%/+1% make it -4%/+2%), see how that plays and go from there. But this might completely break AI behaviour, so Idk if I could just do that without also having to modify AI behaviour.
Then I wanted to make special ressources give more... ressources. I'd like to quadruple the effect of them (so instead of +1 to something they give +4) to make capturing them more valuable and thus creating more focus on territorial control. This might also break the AI, because their usual expansive early game playstyle could maybe now easily be countered by unit rushes and gaining early map control. Idk what effect it would have before testing it.
Last but not least I wanted to make early game units cheaper to put more focus on them, even in the late game. At least I hope that'd be the effect. Or maybe just make all late game units more expensive? I think that'd be the cleaner approach.
But again, I don't know how the AI would react to this. Would they maybe just continue producing late game units, even though they'd be more expensive? The situation I want to produce is that armies consist of mostly basic units (guardsmen, boys, gaunts, etc.) with a few strong units in between. You know, the way it should be.
Could anyone help with this? What should I consider changing? Where is the data I'd have to look at. How would the AI react to these changes? Would this actually make sense at all?
I'd appreciate if I could get someone to help here.
Greetings