But generally I dont mind renaming difficulty levels to normal/easy/very_easy.
We had at least one user complaining about the game being too difficult. So if you (king of nowhere) will play on default/stronger mode no difference for you.
Alternatively we can add special bonus of initial wares for strong mode, so levels would be like
Strong = no_limitations_for_buildings + aggressive_attacking + material_bonus
Normal = no_limitations_for_buildings + normal_attacking
Weak = limitations_for_buildings + defensive_attacking
Sounds better?
Yes we need to playtest and finetune this, but AI test shows that even with building limitations, AI is expanding nicely
> ...aggressive ai will kill each other...
AI does not make any difference if enemy is human or AI. Should it do? I think apart of "team mode" which is available even now....
So first, limits currently introduced in trunk:
atlanteans dungeon normal_ai_limit 1
barbarians trainingcamp normal_ai_limit 1
empire trainingcamp normal_ai_limit 1
empire arena normal_ai_limit 2
empire winery normal_ai_limit 2
atlanteans sawmill normal_ai_limit 2
atlanteans smokery normal_ai_limit 2
empire brewery normal_ai_limit 2
empire sawmill normal_ai_limit 2
atlanteans labyrinth normal_ai_limit 2
barbarians lime_kiln normal_ai_limit 2
empire colosseum normal_ai_limit 2
atlanteans weaving_mill normal_ai_limit 2
barbarians wood_hardener normal_ai_limit 2
atlanteans smelting_works normal_ai_limit 2
barbarians smelting_works normal_ai_limit 2
empire smelting_works normal_ai_limit 2
empire stonemasons_house normal_ai_limit 2
barbarians battlearena normal_ai_limit 3
atlanteans dungeon weak_ai_limit 0
barbarians trainingcamp weak_ai_limit 0
empire trainingcamp weak_ai_limit 0
empire arena weak_ai_limit 1
empire winery weak_ai_limit 1
atlanteans sawmill weak_ai_limit 1
atlanteans smokery weak_ai_limit 1
empire brewery weak_ai_limit 1
empire sawmill weak_ai_limit 1
atlanteans labyrinth weak_ai_limit 1
barbarians lime_kiln weak_ai_limit 1
empire colosseum weak_ai_limit 1
barbarians battlearena weak_ai_limit 1
atlanteans weaving_mill weak_ai_limit 1
barbarians wood_hardener weak_ai_limit 1
atlanteans smelting_works weak_ai_limit 1
barbarians smelting_works weak_ai_limit 1
empire smelting_works weak_ai_limit 1
empire stonemasons_house weak_ai_limit 1
But generally I dont mind renaming difficulty levels to normal/ easy/very_ easy.
We had at least one user complaining about the game being too difficult. So if you (king of nowhere) will play on default/stronger mode no difference for you.
Alternatively we can add special bonus of initial wares for strong mode, so levels would be like for_buildings + aggressive_ attacking + material_bonus for_buildings + normal_attacking for_buildings + defensive_attacking
Strong = no_limitations_
Normal = no_limitations_
Weak = limitations_
Sounds better?
Yes we need to playtest and finetune this, but AI test shows that even with building limitations, AI is expanding nicely
> ...aggressive ai will kill each other...
AI does not make any difference if enemy is human or AI. Should it do? I think apart of "team mode" which is available even now....