The article will probably cover the following areas
-A short description of Per edit and the SNs related to tribute
-Tributes between CPU players, including how to avoid this
-Creative uses of certain SNs to vary the common tributes seen in scenarios
-Language dll variations on the messages
-The different messages based on tribute requests and outcomes
-Strong investigation of neutral diplomacy and all its mechanics, details and tricks
-Diplomacy between CPUs including two ways to change diplomacy
-Loyal ally behavior and uses/variations
-Splash damage tricks
Everyone is invited to take part in the article, whether they want to ask questions, suggest other areas to cover, add their knowledge, or do some research. You can post here or email me, and you can do your own research/testing/writing or ask me to assign you something. Questions are welcome from anyone, especially newer people.
Most designers don’t know of, or don’t give consideration to tributes between computer players. CPU players will happily exchange resources with their allies without the player even being aware of it – but this can mess up your scenario. For example, the CPU may give away resources that you want it to use to make units as defined by its AI. It may have 5000 gold at the start, but its ally may have none and demand it hand it over – then your carefully constructed AI may not have the gold it needs to train priests. Similarly, you might not give a CPU any resources, yet it could end up with many from a tribute, and start training troops and villagers, and then building. Another factor that will affect the resources the computer has is difficulty – on hardest all CPU players including allies get an extra 2000 of every resource. This is a considerable factor that every designer should know of and anticipate when making their scenario. Like with tributes, the player may build units that it won’t produce on other difficulties, which may ruin your scenario. Because better players may play on hardest normally, it’s important to make the scenario playable on hardest, or at least to warn them not to play it on hardest if you can’t make the level playable. If you give the player AI and Per files that deny them the instructions to build there should be no problem with hardest though. A perfectly balanced scenario will take advantage of the extra resources to make the scenario much harder on hardest, while more accessible to regular players on moderate – this type of scenario is known as ‘difficulty dynamic’. [This message has been edited by Richard Ames (edited 09-30-2005 @ 05:49 AM).]
rswilde01(at)gmail(dot)com
Skype - Gmail - Firefox
Wikipedia
Review Thread - AoKH - GenieWiki