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Walkthroughs for custom maps.

#237
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bolotnik
undoubtedly, the author almost managed to hide the stupidity of the AI.
It would be interesting to read the author's tips on how to create a map so that the AI not only behaves as the author intended, according to the plot and design of the map, but also creates difficulties for the player, masking the main shortcomings of the offline mode (the AI's stupidity).
Besides giving the AI practically unlimited resources, an advantage in army size and stats, and artifacts that greatly influence combat tactics (the Amulet of Anti-Blindness, the Cloak of Negation, etc.)?
Give it a certain amount of freedom, but at the same time, clearly limit it, because the more freedom it has, the more likely it is to do something wrong or simply get stuck somewhere. The latter, by the way, could not be avoided. In the first version of the map, much was based on the game time (a technique borrowed from mapmaker Hans C); in the second, it was based on the player's actions, which required a lot of "magic" with modified objects and many, many tests. To limit the AI's movement, disguised border gates were used again, and, I confess, I now find it very difficult to remember which enemies have access to which gates. To prevent the AI, which is initially confined to its territory, from "freezing," windmills help. In some cases, standard enemy behavior settings helped. Finally, all actively operating AIs have the entire map open from the very beginning, but this did not always lead to the expected result. For example, I expected that in the final stage of the game, the orange AI would head straight for the Diamond Spire, where it could take the Orb of Permanence and win, which would correspond to the plot. But no.
In the end, you need to test and test again, see how the AI plays on its own at different difficulty levels, where it goes, and who it attacks.