Risk Battle Mod Summary Report
Risk Battle Mod Summary Report:
After some more limited testing and tweaking of Beta3, a few considerations have emerged:
Primary objective is to wrap to
GOLD now more quickly.
Second, in testing due to the starting OOB being now so large with 90 plus ground units etc. The AI's will not generally DoW a human no matter they just sit there and do nothing. And I mean do nothing, build nothing, move nothing or research any tech. I have seen it happen out a year as of this writing.
So, I amended the peace modifier to effective .3 which translates to 30 IC out 100 IC when at peace. This and the desire to win or play the game will have to be the reason enough for the human to DoW somebody. This may get things going beyond the one DoW. Maybe not, however if you do not DoW, then you cannot win or just plain are not playing but watching anyway.
This brings me to the third and most potent point: (
Drum roll please
)
Human ability to take advantage of game mechanics, or what may be considered, you know it, EXPLOITS.
:rofl:
I built Risk Battle Mod with good or excellent AI BEHAVIOR as first consideration. I have accomodated some human behavior to a point.
Use exploits to the point where for you as player having fun it still makes sense. Use cheats, or the F12 consol if you like for I did not disable it. I do not believe I am capable at this point of my modding ability and mastery to counter and account for tricky human behavior.
I just want to play and have fun. And I trust this mod will provide that for you.
Maybe you fans can organize some kind of player fair play protocol just for the 'fun' of it.