This mod introduces an edited "normal" difficulty option for games versus AI.
Since AI on normal is pretty handicapped (for example not being able to cast spells over level 3), and on the other hand AI is cheating on Hard and Heroic difficulty, there was a need for a true balanced difficulty.
Since cheating seems to be hard coded into hard and heroic difficulties, as a base for this mod, a cheating-free normal mode was used. It contains "as good as it can get" AI, while not allowing him to cheat (and thus rush you with what seemed to be impossible numbers).
Most online players have no problems dealing with those rushes, but less experienced players might feel irritated by the cheats and would prefer a "fair-and-square" match vs AI.
Since the Balanced difficulty is based on Normal, mostly differences between those two will be mentioned(listed) with Hard as a orientation point . Consider it a significant, but completely fair boost to AI on normal levels.
So, lets get started:
Starting resources in Balanced Mode for both humans and AI is equal, and is same as in Hard Mode:
20000 gold, 20 wood and ore, 10 of each precious resource.
1.Neutral creatures starting value is 1.1 (it was 1 in old normal mode, it is 1.12 in hard)
2.Experience earned remains at default, there are no bonuses to AI nor penalties to human player (NOTE: this does not apply to campaigns where penalties still occur, but as that was intentional it was left out in this mod which addresses skirmish battles as its priority)
3.Creature weekly growth is 1.1 , or in other words 10% (same as in Hard)
4.AI Agressivness towards computer stays at 100% as in old Normal mode (it is 50% on Hard, which makes the AI stronger from human viewpoint, but it is only because it targets humans before fellow AI-s
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5.Cowardice versus human set to value from Hard difficulty, 20%
6.Value of towns increased to Heroic level, AI will aim to take towns faster and make them a priority.
7.AI can build every day (was every 2 days in Normal and Easy)
8.AI checks for towns in danger as in Hard and Heroic
9.AI considers garrisoning a hero in important towns, as in Hard and Heroic
10.AI has almost no limitations with hiring and number of heroes, as in Hard mode. (2 base heroes, +1 hero per town, limit 14)
11.AI needs minimum of 80% puzzle map to locate grail (70% in hard, 60% on heroic)
12.Enemy threat multiplier set to existing like in Hard and Heroic. Reaction to threats set to values similar in Hard/Heroic
13.Strategic capture distances increased to be on par with Heroic.
14.Town creature growth is 100% (it is 50% on easy, 100% on all other difficulties)
15.AI can cast all spells (was only up to level 3 in Normal)
16.AI doesn't target area spells on creatures only (unlike in Easy and Normal)
17.AI considers multiple passages to enemy (unlike in Easy and Normal)
That is all so far.
Link for this basic version of mod is here:
http://www.geocities.com/yasmiel/index2.html
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