              ________________________
          :) |New ai for "TA:Kingdoms"| :) (Skirmish and multiplayer only)
              ------------------------
Author:        Paul Blythin
Email:         spr.blythin@ic24.net
Icq no:        43058655
Created using: HPIView 1.9 & HPIPack 1.6

To install: Extract the file named ALLnew-ai.hpi to your kingdoms directory. e.g. c:\cavedog\kingdoms
            If you wish to use only aramon, taros, veruna or zohn's ai while keeping the old ai then extract the file that applies into your kingdoms directory
 ____________ 
|Introduction|
 ------------
The I wrote this ai because the computer ai was just too easy.
You can't tone your skills in skirmish properly as it becomes a case of target
practice with trebuchets and fire demons.
I also enjoy playing co-operative multiplayer but the computer proves to be 
"useless"
Also note that the ai has been adapted to my playing style at its best so it
may well be tough. hehe
 _______________________________________
|General changes to the ai for all races|
 ---------------------------------------
- Computer players will build much more loadstones. (very important!)
- More frequent and later, large attacks from ai.
- More emphasise on tactics I have seen played i.e. lots of rock lobers.
- Ai will be better but not perfect in coastal levels.
 ______________________
|Changes to Aramons' ai| 
 ----------------------
- Greater use of archers and mage archers
- Greater use of cavalry and knights.
- The ai can produce large tier 1 armies.
- The ai will also make more strongholds and trebuchets so watch out.
- This ai is very aggresive so will try to conquer much of the map.
- Can create more war galleys. (up to 6)
 ____________________
|Changes to Taros' ai|
 --------------------
- Ai uses large amounts of zombies, executioners and dark knights to complement
  the more powerfull units.
- Ai uses more ghost ships and iron beaks which were previously wasted.
- Powerfull units such as the weather witch are common throughout the game.
- Ai can make more factories and a larger number of missile troops e.g skeleton
  archers and fire demons.
 ______________________
|Changes to Verunas' ai|
 ----------------------
- Ai tends to build a powerfull army of crossbowman and warriors (this is
  my playing style) and will later also use musketeers, crusaders and beserkers 
- Ai builds more dirigibles. 
- More emphasise on defence - More bastions and mortars.
- Greatly improved sea vessel ai. (There is more of everything and production
  is well balanced)
 ____________________
|Changes to Zhons' ai|
 --------------------
This was the hardest ai to perfect because of the races style of play. I'm 
sure it is better than the ai that shipped with the game which I think was 
very badly done.

- The ai will make lots of trolls, goblins and hunters at first.
- A major change - The amount of "factories" that are built (Handlers, tamers..)
  has been greatly reduced to 4, 3, 2 respectively. It was once 10, 10, 10
  which means that the ai will be making factories instead of defence so will
  pummeled into the ground. (You only need 2 beast lords to mount a stone giant army)
- Ai will make more totem poles.
- Ai will produce a roc unit for transport.
- Ai will also make more of a variety of tier 2 units e.g. basilisks and harpys.

I hope the new ai provides a greater challenge and hours of fun both in skirmish
and multiplayer.
Please send feedback.

Enjoy!!
 
 
