Page 1 of 1

AAI configuration question

Posted: 04 Jun 2006, 23:37
by DoW
New to this board, so hopefully someone will be kind and answer my question (or tell me I'm stupid).

Can anyone suggest changes that can be made to the AAI configuration files to make the AI more difficult, etc. Cheating is okay, etc (though I don't think this can be done in the config files). Basically, my friends and I are looking for more challenging AIs to deal with (and we like AAI because its stable).

Posted: 05 Jun 2006, 05:34
by FizWizz
The config files for AAI are not difficulty adjusters. They are much closer to a sort of mod calibration than anything else. Although AAI will give you a better fight if you adjust the config files correctly, and let it "learn" the effectiveness of the different units, there isn't too much that you can do to make it better (otherwise Submarine would already have implemented it, I'm sure). Sorry to let you down.

Re: AAI configuration question

Posted: 05 Jun 2006, 14:41
by IMSabbel
DoW wrote:New to this board, so hopefully someone will be kind and answer my question (or tell me I'm stupid).

Can anyone suggest changes that can be made to the AAI configuration files to make the AI more difficult, etc. Cheating is okay, etc (though I don't think this can be done in the config files). Basically, my friends and I are looking for more challenging AIs to deal with (and we like AAI because its stable).
Well, a easy way would be just giving the ai an handicap.
The ui goes only up to 100, but by editing the startfile the gui produces, you can easily jack it up to 1000 or so and enable bloodthirsty ai like mass production...

Posted: 06 Jun 2006, 05:24
by DoW
Interesting, how would recommend editing the start file, and for that matter, what is the start file?

Posted: 06 Jun 2006, 16:50
by Soulless1
I haven't actually touched the handicap in spring...what exactly does it do? Is it resource bonuses or something?

Posted: 06 Jun 2006, 23:53
by DoW
Handcap of X = 100 +x% to res generation, so a handicap of 100 would give overall 2x res generation. I think

Posted: 06 Jun 2006, 23:57
by unpossible
DoW wrote:Handcap of X = 100 +x% to res generation, so a handicap of 100 would give overall 2x res generation. I think
it's only metal not energy. metal makers aren't affected either. no idea about reclaiming wrecks and stuff.

Posted: 07 Jun 2006, 11:40
by AF
Buildspeeds and weapon effectiveness is affected I was playing
NTai XE8.1 on 500 handicap and my commander and tis commander met up so we both tried to reclaim eachother but XE8.1's commander did so at around 4x faster than ym commander and thus I retreated and XE8.1 chased me and eventually got the commander, then cloaked and ran off somewhere

Posted: 07 Jun 2006, 11:52
by unpossible
AF wrote:Buildspeeds and weapon effectiveness is affected I was playing
NTai XE8.1 on 500 handicap and my commander and tis commander met up so we both tried to reclaim eachother but XE8.1's commander did so at around 4x faster than ym commander and thus I retreated and XE8.1 chased me and eventually got the commander, then cloaked and ran off somewhere
metal and workertime then?

Posted: 07 Jun 2006, 11:58
by AF
weapon damage dealt and recieved too