I'm running some tests to try to customize how AOE (ROR) calculates each players' score.
I wanted the current population to be included : although the past of you civ is quite important, your current power is even more than that.
I think a civ that did nothing until now but which has reached its maximum population with a strong army should have a good score.
This point is only accounted for thanks to largest army, max villagers and technologies. That's really not enough.
In single player this is quite important because AI will mostly attack winning player (huh, after human player in fact, but with my program "customizeAOE" from the granary you can easyly change it
I found a solution that uses the "relic" points to do that.
- Every living unit "is" 0.5 relic, which makes 250 points for 50 units.
- Every tower is 0.5 relic. Counting only when construction is finished.
- Side effect 1 : if you play a standard games which has "real" relics, you will be able to win with no relic but 10 living units :-p (use conquest as winning criteria)
- Side effect 2 (*) : "kills" and "losses" are totally weird. Edit : I may not find any fix unless try to patch the exe... That could be very difficult
Maybe I'll try to use distinct values according to the strengh of the unit :
- poor bowman would "be" 0.5 relic
- heavy horse archer would "be" 0.8 relic (it's just an example, I must think about the values).
Any comment, what do you think about it ?
PS : including current wealth (resources) into score calculation would be great but impossible by customizing empires.dat (I think)
(*) it is due to the fact that the 3 "resource storages" slots are already used in empires.dat (I'm using AGE2) and I must overwrite the last one, which is used to prevent current population from being decrease from "losses" in the calculation of military points.
I wanted the current population to be included : although the past of you civ is quite important, your current power is even more than that.
I think a civ that did nothing until now but which has reached its maximum population with a strong army should have a good score.
This point is only accounted for thanks to largest army, max villagers and technologies. That's really not enough.
In single player this is quite important because AI will mostly attack winning player (huh, after human player in fact, but with my program "customizeAOE" from the granary you can easyly change it
I found a solution that uses the "relic" points to do that.
- Every living unit "is" 0.5 relic, which makes 250 points for 50 units.
- Every tower is 0.5 relic. Counting only when construction is finished.
- Side effect 1 : if you play a standard games which has "real" relics, you will be able to win with no relic but 10 living units :-p (use conquest as winning criteria)
- Side effect 2 (*) : "kills" and "losses" are totally weird. Edit : I may not find any fix unless try to patch the exe... That could be very difficult
Maybe I'll try to use distinct values according to the strengh of the unit :
- poor bowman would "be" 0.5 relic
- heavy horse archer would "be" 0.8 relic (it's just an example, I must think about the values).
Any comment, what do you think about it ?
PS : including current wealth (resources) into score calculation would be great but impossible by customizing empires.dat (I think)
(*) it is due to the fact that the 3 "resource storages" slots are already used in empires.dat (I'm using AGE2) and I must overwrite the last one, which is used to prevent current population from being decrease from "losses" in the calculation of military points.
[This message has been edited by chab (edited 01-09-2013 @ 05:09 PM).]