Dominions 5

Dominions 5

Gamer Joe Mar 5, 2023 @ 6:50pm
Can I stop AI from using my modded pretenders
I created a mod to add in an overpowered pretender to mess around with and I made it available to all nations so I could use it with everyone. However I don't want the AI to use the commander against me as it kinda defeats the purpose, is there anyway I can stop the AI from using it?
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Showing 1-10 of 10 comments
golfclubninja Mar 6, 2023 @ 7:52am 
You can set the pretender to only be used by one nation, and then choose that nation, but if you wanted to play around with it on another nation you would have to change it each time.

If its not copied and modified from anotehr pretender then you just need to modify a nation to use it using #addgod “<monster name>” | <nbr> (the number is the pretender monster number if you set one.

If copied from another pretender then you need to set #homerealm 0 so its not in any of the generic pools for other nations
Gamer Joe Mar 6, 2023 @ 12:21pm 
Originally posted by golfclubninja:
You can set the pretender to only be used by one nation, and then choose that nation, but if you wanted to play around with it on another nation you would have to change it each time.

If its not copied and modified from anotehr pretender then you just need to modify a nation to use it using #addgod “<monster name>” | <nbr> (the number is the pretender monster number if you set one.

If copied from another pretender then you need to set #homerealm 0 so its not in any of the generic pools for other nations

is there a method where I can keep it available to all nations and stop the AI from using it? I was thinking of starting all of my games as human players to manually choose pretenders and then making all of them AI controlled once the game has started.
Tzyder Mar 6, 2023 @ 9:39pm 
The god randomizer can really roll some turds (like cold scales on a heat/CB nation) so its absolutely worth your time to design your AI opponents pretenders. Two weaknesses of the AI is its lack of priority for blessing its sacred units and its willingness to have its god solo attack with no gear on or mage-tank. You will be making a much more interesting game if you focus the Ai's on good scales and immobile/Non-SC pretenders. It really doesnt take very long at all compared to the length of a game and you'll have a much more enjoyable challenge.

I'd love to see a mod that immobilizes AI pretenders for the first 20 turns or so...even for humans picking early fights your god can expand into is a bit of a gamble.
Last edited by Tzyder; Mar 6, 2023 @ 10:00pm
ÆtherNomad Mar 8, 2023 @ 3:25am 
Originally posted by Halo from Xbox:
is there a method where I can keep it available to all nations and stop the AI from using it?
No. For most purposes, mods can't distinguish between AI players and human players.
DasaKamov Mar 8, 2023 @ 10:08am 
Originally posted by ÆtherNomad:
Originally posted by Halo from Xbox:
is there a method where I can keep it available to all nations and stop the AI from using it?
No. For most purposes, mods can't distinguish between AI players and human players.
Actually, you can, in a sense.

Select all nations to Human players at game start. Manually choose their pretenders, avoiding your mega-super-OP pretender.

Start your game. For all nations you DON'T want to play as, choose "Set Nation to AI" in the menu.
ÆtherNomad Mar 11, 2023 @ 3:18pm 
Originally posted by DasaKamov:
Originally posted by ÆtherNomad:
No. For most purposes, mods can't distinguish between AI players and human players.
Actually, you can, in a sense.

Select all nations to Human players at game start. Manually choose their pretenders, avoiding your mega-super-OP pretender.

Start your game. For all nations you DON'T want to play as, choose "Set Nation to AI" in the menu.
I said mods can't distinguish between AI players and human players. What you described here isn't a mod distinguishing between AI players and human players. You're simply saying that since mods can't do it you have to do it manually.
Last edited by ÆtherNomad; Mar 11, 2023 @ 3:18pm
DasaKamov Mar 11, 2023 @ 3:37pm 
Originally posted by ÆtherNomad:
You're simply saying that since mods can't do it you have to do it manually.
Right - which is what the OP asked for, since they want a way to use their modded pretender, and have the AI nations *not* use the modded pretender.
You should get in the habit of setting-up your SP games by starting everyone as human and switching them to AI in any case, because otherwise the AI just takes trash scales all of the time and squanders their (usually terrible) pretender.

Only issue (aisde from it being a bit tedious) is that I don't think there's a way to set the AI difficulty or behaviour settings after switching them from human to AI in game. I assume they default to Normal - Normal.
ÆtherNomad Mar 14, 2023 @ 3:52pm 
Originally posted by DasaKamov:
Originally posted by ÆtherNomad:
You're simply saying that since mods can't do it you have to do it manually.
Right - which is what the OP asked for, since they want a way to use their modded pretender, and have the AI nations *not* use the modded pretender.
My interpretation is that the OP asked if mods can do it. The answer to that is no.
Last edited by ÆtherNomad; Mar 14, 2023 @ 3:52pm
Uncle Al Mar 14, 2023 @ 8:40pm 
Originally posted by President Jyrgunkarrd:
You should get in the habit of setting-up your SP games by starting everyone as human and switching them to AI in any case, because otherwise the AI just takes trash scales all of the time and squanders their (usually terrible) pretender.

Only issue (aisde from it being a bit tedious) is that I don't think there's a way to set the AI difficulty or behaviour settings after switching them from human to AI in game. I assume they default to Normal - Normal.

There is now a game setting for AI strength when a human player is set to AI, so you can start your enemies human and have them at the AI strength of your choosing when you flip them to AI on turn 1. It does mean you can't have varying strengths of AI, but it's a nice little feature.
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