2953Re: [empire-deluxe] EDEE and specialties
- Feb 3, 2005Barry
I am not sure anyone has answered your query so let me
offer my two rupees worth.
The issue of specialities has come up before. Several
people wondered about land locked cities specialising
in ship units.
Basically as I understand Mark's reply, the allocation
of specialities and in fact the very nature of a city
is vastly changed in edee. I think this has much to
do with Mark's desire to make the game open and
configurable by those who like to modify games as much
as they do play them.
Occasionally you do get strange events like land
locked cities building ships. I guess Mark could have
started pouring check code into the design to stop
this from happeneing. But as anyone who has ever
written code will tell you, in built limits tend to
back fire on you.
The solution in edee is simple. You can obviously
ignore the specialty for that city. But a neater
solution is to get engineers to link the city to the
ocean with a series of sea ports. Of course there are
practical limits as to how many ports you want to
chain together to build a sea lane although in theory
the game imposes no limits. You could build hundreds
of them if you wanted to and create a sort of Panama,
Suez or Kiel Canal. But I have found often, just one
port will open a sea passage from such cities.
This trick of building ports can also be used to
create a seaway across a continent by building the
ports at the narrowest part of the continent. Its a
sneaky way of moving whole navies and transports
through passages an enemy cannot use.
The other point about land locked cities producing
heavy ships is you can surround such strategic cities
with armour, anti aircraft and heavy artillery unit to
protect them against enemy attack or capture.
In terms of how tough an opponent the AI player is, I
don't think it is any weaker than EDIE or ED. In some
ways it is tougher as it has more units to play with
I think over the next few months those who like to
modify will start to produce new AI scripts that will
provide even tougher opponents. Mark was limited by
time and the fact he alone worked on the code. Now
there are dozens of people out there making changes to
specific areas such as units, maps and tactics.
The AI script is quite readable you could even draw up
a set of engagement rules which I am sure someone here
could help you implement in your own AI scripts. In
fact all the things you like about ED and EDIE could
potentially be strengthened or even added back to the
game, if in fact they had really been deleted. Dont
forget to make backup copies of files you change
before you start hacking ;->
Hope this ramble gives you some ideas to play with -
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