Comment 11 for bug 1516785

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king of nowhere (lainluigi86) wrote :

since the previous tags of "offensive/normal/defensive" have been changed to "strong/normal/weak", I have a few things to add about naming of the difficulty levels.

1) until actual difficulty levels are implementing, using terms like strong or weak to indicate the aggressive/defensive behavior is totally misleading. an aggressive ai is in no way stronger than a defensive one. in fact, unless one is playing solo against several ai, aggressive ais are even weaker, because they will suicide troops attacking stronger position. if one is playing a free for all, aggressive ai will kill each other and let the human scoop them up easily. One who does not read the forum will set ai as strong thinking to have a more challenging game, and he will have an easier game instead. So the modification on the treshold to attack should still be named aggressive/defensive. And, if it's not a problem, i think we could keep that option while still introducing difficulty levels.

2) In every single game I can think of, "normal" difficulty means that the ai has neither bonus nor penalties compared to a human. hard levels mean ai is advantaged, easy levels mean ai is disadvantaged. So, if difficulty levels are set by limiting buildings, they should not be named "normal" or "hard". Normal level is the one where the ai has no limitations. Hard (and eventual very hard, insane, godlike, masochistic, or any fancy name we may come up with) level means the ai is getting some specific advantage over a human. All levels where the ai get some limitation should be called easy, very easy, feeble, weak, or something like that.