This is simply a random script I created by altering the ES@THE UNKNOWN script which can be found at http://www.ensemblestudios.com. The original is an ideal single player (not to exclude the fun in multiplayer) RMS script that randomly determines almost everything in the game, connections, nuber of relics, number of scouts you start out with, land percent, rivers, oceans, you name it.
My modifications add random terrain fluff (Mountains flowers etc) and a small chance for heroes and/or mercenary bands to join your cause (which you have to find), along with a few other surprises some subtle some obvious. I am currently looking for feedback on how others like the gameplay and I am open to constructive critism/comments =-) Feel free to use my email address: firstname.lastname@example.org (would be easier as I dont often browse here)
Iam looking for an AI programmer to help me generate a script to go along with this random script to enhance gameplay. Some of the ideas Id like to see implemented in the script are: (although I would like to discuss other ideas as well)
1) Computer will "notice" certain units and offer a quest for the player. (ask for a relic, tribute, horses, etc in exchange for their friendship.)
2) Gaia AI that will cause the random units mentioned above to join your side only if you perform similiar tasks. (Robin Hood asks you to slay The Sherrif of Notingham)
3) The computer Allys will tribute troops to protect you
My problem with scenarios is that once you have played them once or twice you are familiar with the layout. I love the randomness of terrain layout and I love the RPG quality of a scenario but do not know of a way to get the same qualities out of both an RMS script and a scenario. (Any ideas? So far my best guess is to add the scenario elements to an AI script that gets loaded in random fashion with the other default scripts, I believe its called petersons constants. On an unrelated note do you, or anyone reading this, know the functionality of the "#include" statements in some random maps?)
As per the additional gaia units in a single player versus the computer match, I agree, it seems to be an unfair advantage as the computer is unable to "turn" these units to their side. However, with or without the extra units a player should be able to cream all non-cheating computer opponents. They are added to reward the explorer and slow down the explosive growth, in multiplayer, of those who are almost computer like themselves in the ease in which they explode through the ages.
Also its important to note that I consider this script just the first steps in getting AOK:TC into a more diplomatic mode than a frenzied race to castle..
thanks again, more comments welcome
RF_Gandalf Official Reviewer
Posted on 04/26/01 @ 12:00 AM
Nice ideas. A few constructive comments.
First, the tricks you are looking to add are best done in scenarios with triggers. Altering the computer AI is not how to add triggers. Triggers are not found in random maps.
Second, the addition of gaia units is fair in multi-player games (but disliked by many because one player can quickly gain a big early advantage by finding more of these than the other players), but against the computer as an opponent this is unfair, as the computer player does not convert any gaia military units or villagers, only sheep or turkeys! I don't think this is AI, I believe it is a feature of these units built into the game. If you want to just trash the computer player this is OK, but if you want a 'fair fight' then don't use gaia units.