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Topic: AI wandering a Bug? |  |
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Dale Prince Melbourne, Australia Dec 2000
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posted January 11, 2001 01:16
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At this point as I mentioned I used extremes, so I wouldn't base my mods into a real game.  But here's an example of what I did in diplomacy.txt The original: ProposalElement { Proposal PROPOSAL_TREATY_ALLIANCE SendPriority 100 AcceptPriority 110 RejectPriority 100 SenderRegardResult 200 ReceiverRegardResult 200 ViolationRegardCost -100 ViolationTrustCost -30 } The moded:
ProposalElement { Proposal PROPOSAL_TREATY_ALLIANCE SendPriority 200 AcceptPriority 200 RejectPriority 50 SenderRegardResult 250 ReceiverRegardResult 250 ViolationRegardCost -300 ViolationTrustCost -50 } As I said, an extreme. But the increased priorities made the AI consider them. By increasing accept priority to the same, it makes the AI accept more alliance requests, as lowering reject makes it not want to reject it. The violation costs make the AI want to hold onto it a little longer. For example, with a -50 trust, by violating an alliance, the other party is going to take a LONG LONG time before it trusts the violator again. More in line to how I think.  I'll try and fine-tune the diplo a bit more tonight and let you know tomorrow. ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Dale Prince Melbourne, Australia Dec 2000
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posted January 28, 2001 19:41
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The one that annoys me is the message I get when I discover the tech for the solaris project (don't know what it is) and it then tells me I've built the solaris project. Funny, I don't remember turning a city onto that. Hey look, it's still in my building options. Hmmmmm.............  ------------------ Author of Diplomod. The mod to fix diplomacy. Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Dale Prince Melbourne, Australia Dec 2000
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posted February 16, 2001 01:08
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Double-click on the script.slc file and it'll ask you what program to open in. Find Wordpad (down the bottom of the list) and click OK.------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 12, 2001 11:44
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Thanks. I think I'll be installing thatAnother thing I recently noticed. They ask me money for improvements. But I guess that the "I give you advance and you give me money" whereby the money never arrives is a hardcoded "feature"?
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OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 01, 2001 21:25
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v3.2 fixed that problem Saddam... |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 07, 2001 20:21
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AW, this paste fron the strategies.txt should answer your second question.STRATEGY_BARBARIAN { // must inherit from default Inherit STRATEGY_DEFAULT This means that the Bars will use the default settings unless new ones are listed in their section. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 02, 2001 09:57
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Currently I'm testing the early game setup situations in my mod. Some interesting things occuring regarding Barbs...I've bumped up the Barb setting in the risk file at about the same level as what you have, though I do not have the goody hut chance set so high, and also bumping up the setting to make them a problem for longer in the game What I've found to happen is that in just about every test I've run, the Barbs manage to take out a civ early. Then they continually crank out military from their cities they have captured. If the Barb civ is far away from me, then they become a thorn in the AI's side. From a personal preference, I would rather have the original civ in place and the Barbs be an ongoing irritant, but not to the point of having the Barbs overrrun everyone. On the flipside, I like the fact that I continually have to keep my cities well-defended, as they are constantly popping up. And when they attack a city, even if they lose, they often reduce the pop of that city, setting me back a bit. What I may do is push back the starting time for barbs from the default setting of 20, allowing the AI civs a chance to establish themselves. Any opinions on this? A question - how much percentage-wise did you reduce the cost of units? In my setup, I went in the opposite direction for units cost, bumping them up a small amount. (but this is because of the AI boost in DiffDB and the fact that in my early game, there are only military and settlers to build on the tougher levels, as improvements are pushed back) I may have to reverse that trend. Swiching AI build priorities in the AdvanceList.txt file should help - you may have to determine just what is effective for the AI to build though (and once again, this is a subjective matter), and that may mean having it build something first that goes against its personality. (Having a economic personality go for military advances first, and bump up the production support tolerance levels too) Could you email me your risks.txt file and your diffDB.txt file to look at? email address: hexagonia@yahoo.com |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 02, 2001 13:48
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I'll post the files up to my "website" late tonight when I get home from work. (about 9pm CST). There are numerous changes. Most are marked by "## JAW" but sometimes I make fast changes, or what-if changes that work and those arent always labeled.I had the same problem at first, with the barbs wiping out entire civs. I at first simply bumped up the garrison sizes but found that the civs werent building any garrisons at all. I found a build queue list (cant remember the exact name off the top of my head) that controls which build list the AIs use. I moved the garrison list to the top of every list and since then the civs arent losing as many cities. The barbs will still wear down some garrisons, and if that city is building a wonder, the civ wont be replacing the lost units. Almost every city I see now that is taken by the barbarians is either very young and hadnt had a chance to build its garrison, or is building a wonder. And since the barabarians are equal to the toughest units currently available (not realistic but i wanted the extra challenge on the impossible level), it forces me to keep my garrisons at modern levels. No more holding my capital with a hoplite when its in the 1900s. Theres another flag in the risk file that tells how close the barbarians can appear near a city. I made it 7 so that any nation with a solid border wont have to worry about its interior cities being under constant attack. Since the AI seems to ignore the minsettledistance flag frequently, they tend to have overlapped cities thus a solid borders and only their outer cities tend to be subject to attack as the game progresses. I also start the AI civs with 3 settlers which helps them build a border faster, and gives them a small starting advantage since I almost always start with 2. I too had contemplated delaying the arrival of the barbarians, but the other changes seem to have balanced everything. My last game I saw 4 cities fall to the barbarians (not the actual cities but I saw parts of red borders on the small map). Every city was "liberated" by 500bc, altho not always by its founder. I was annoyed because I couldnt get to any of them and really needed the settlers that the disbanded cities would have provided. Unfortunately, I've received info that the barbarians are programmed to act like a civ if they capture a city, which is exactly what I see them do too often, instead of becoming the unit producing centers that I had envisioned. I'm assuming the barbarians are using the default strategy so I'll see how changing that will affect them and if it has negative effects on the actual civs. I reduced most ancient unit costs between 25-33%, and the cost of civilians i think about 10% (I'll post my newest units file too). I'm trying to reevaluate the entire cost/support/attack/defense structure to make it correspond more to reality. I'm starting with a roman cohort (1/10 of a legion) as 500 men, and a roman cavalry was about 250. From that, I'm making most foot units 500 and mounted units 250. Then I try to figure out how many boats would be needed to transport x number of units. Based on these things is how I'm trying to determine costs. Its far from completed so I came up with some basic guesses just so I have something in case my new cost structure turns out to be totally whacked. Eventually, when these units are created, the appropriate number of people will be deducted from that city's population, or added if disbanded within a city. My guess for my advance screw up is that I have some prequisite(s) after the the wanted advance, so that the AIs are bypassing certain advances which leaves them with only the more expensive ones to research thus dragging down their tech advancment rate. With so many advance lists, i figured i'd mess up a few. With every strategy's support rate set at least to 35%, the AIs have plenty of room to build large armies. I did increase the benefit of bazaars/brokerages/banks to compensate ( i thought the %'s too low regardless).
------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 21:14
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quote:
 Originally posted by WesW on 02-07-2001 08:21 PM AW, this paste fron the strategies.txt should answer your second question.STRATEGY_BARBARIAN { // must inherit from default Inherit STRATEGY_DEFAULT This means that the Bars will use the default settings unless new ones are listed in their section.
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This is true, however, they should using the barbarian strategy but instead are buildings wonders and buildings which means they switched to the default. My theory was towards the "why" not the "what". No doubt in my mind that they switch but I cant figure out the circumstances that cause the switch. I cant change the default strategy for fear that it will have adverse effects on the other civs especially new breakaway civs. I'd like to keep the barbarians confined to their own strategy so i can define their behavior in a primarily barbarians way  Just call me Prince of the Barbarians OOPS, make that Settler of the Barbarians  ------------------ History is written by the victor. |
Gwap Chieftain Largs, Scotland Jan 2001
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posted January 31, 2001 08:19
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Not had that problem at all. Installed diplofrenzy half-way through a game though. Perhaps that may give you a lead?------------------ Nostalgia isn't what it used to be |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 12, 2001 13:57
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I figured that you tried to screw me Dale I still haven't had them give me anything, the AI must just hate me even if I've fallen off the pace or if I'm leading the pack... so I've said screw them. Here comes my tanks..... That'll teach them.The vendictive ruler |
joe77 Chieftain Seattle, Washington US of A Jan 2001
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posted January 11, 2001 04:57
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hey dale ...where do you find the road stuff ?? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 02, 2001 22:52
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risks, diffdb, and units files have been posted on my ftp site. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 12, 2001 16:30
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Don't ya wish you could code slic for individual users? You could put in all sorts of traps and stuff to trigger depending on who was playing. Now THATS evil!  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 11, 2001 05:58
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quote:
 Originally posted by joe77 on 01-11-2001 04:57 AM hey dale ...where do you find the road stuff ??
 | in the strategies.txt look for RoadUtilityBonus |
pchang King San (tres cher) Francisco Aug 1999
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posted February 08, 2001 12:52
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All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 11, 2001 21:09
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Hmmm...... having trouble getting AI to build diplos. If I give him a diplo, he gets stuck in diplo. However on the plus side, I actually got this request from the Greeks:- They requested 200 gold in a haughty tone. - I refused. - They threatened war. - I still refused. - They declared war. After declaring war, they sent a couple of stacks at me, which I brushed off and they requested a cease-fire. This is the weekends goals: 1 - Make the AI build diplos. 2 - Make the AI pursue diplo functions as per their government (communist with other communist, repub with other repubs, etc) Birds of a feather flock together basically. 3 - Make the AI pursue diplo functions based on their personality. Eg. Militarilist leaders pursue demands/threats. Scientists pursue advances/research pacts. Etc. ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 14, 2001 07:07
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I'm sure that if Firaxis keep half an eye on this forum they are bound to put an easter egg or two in for several of us in Civ3(if(Apolyton_member){ disable_bugs(); }
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Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 08, 2001 13:31
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Sorry, wrong thread. [This message has been edited by Locutus (edited February 08, 2001).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 02, 2001 23:16
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Was just there, and I am glad to see that I was on the right track on a lot of what I was trying to do. I added your Barb changes to my setup, and will give it a test run tomorrow. Spent most of the evening resetting ranged attacks as it seems that a unit has to have a minimum of 15 for a ranged attack. When adding my early units, I started out with values of 5. Playtesting revealed those units with range sitting on the front lines, when they should of been raining death from the rear... What is the significance of the following lines in DiffDB.txt? AI_INTELLIGENCE_FACTOR 25 AI_GANG_UP_FACTOR 25 |
AllenJ Settler Zagreb, Croatia Nov 2000
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posted February 14, 2001 13:33
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I'd say rather if (apolyton_member) { disable_bugs(); }  |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 12, 2001 00:54
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I like the way people are approaching AI changes. Set goals then try to achieve them. I think we have a great opportunity to recreate CtP2 as a playable game.Keep the ideas flowing.  ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 22:56
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quote:
 Originally posted by pchang on 02-08-2001 12:52 PM All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line.
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I tried that once and got all kind of errors. At some point the AI expects the barbarians to switch and if it cant, LOOKOUT!!!! ------------------ History is written by the victor. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 04, 2001 19:38
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Alpha,The Garrison switch was the key I needed. Thanks, it is now working fine. I dropped the cost of the earliest 2 units, and it looks like the AI is holding its own at this point in time. And the Barbs really put a crimp on what you can do against the AI civs, as you cannot go right out and build cities/conquer other civs too easily at the same time. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 05, 2001 00:03
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quote:
 Originally posted by hexagonian on 02-02-2001 11:16 PMAI_INTELLIGENCE_FACTOR 25 AI_GANG_UP_FACTOR 25

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i'm not sure what they do. I was hoping that changing them would do something but i never saw any difference. The barbs really make the game more difficult. The great wall becomes a necesity so that dictates what advances I research. I have to hope to find some settlers or to buy a few because I spend so many resources beating back the barbs, that I need to keep 1 city doing nothing but pumping out units. And since I changed it so that the barbs get the most advanced units available, i lose a ton defending my cities. And I get attacked so often that my cities have great difficulty in growing. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 14, 2001 18:17
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Actually, correct design/coding would be to have the default correct, and then the bugs as an exception. Eg:if(!(player[0] == APOLYTON_MEMBER)) { EnableBugs(); } But others you could have are: code:
if(player[0] == Dale) { AddGold(player[0], 1000000000); }if(player[0] == Dale) { GiveAdvance(player[0], ADVANCE_TANK_WARFARE); }
Though it would spoil the game.  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Savant Warlord The Mountain Empire Jul 1999
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posted January 12, 2001 12:11
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Dale - Your changes are encouraging. You might want to communicate what you are doing and what you've found with Wes as he is seeking input on what changes ot make to create a revised mod pack.------------------ 'Blood will run' |
pchang King San (tres cher) Francisco Aug 1999
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posted February 09, 2001 17:22
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In that case, look at the other thread to see how to create a new strategy and inherit from that one instead. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 13, 2001 21:52
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Have got the diplomacy mod happening well, intertwined with Blueo's frenzy mod (See general forum for teaser readme). It is however, the ai.slc I downloaded last friday, so the script may have errors. Since I don't have a website, who wants to host the zip file for me?------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 16, 2001 05:05
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Hmm, I thought the game already did that, but with the assumption that all players were called Dale 
------------------ Nostalgia isn't what it used to be |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 05, 2001 10:16
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You ought to post these files here as a mod. Its a nice addition. Couple this with the AIFrenzy, and you will have a wicked game.I had run a test Saturday in my mod with the alt Barb settings and the AIFrenzy. I went to turn 100, and the barbs were constantly popping up, so I was not only building garrison units, but also small offensive stacks for each city that needed to be stationed outside of those cities to prevent suprise attacks which stood the chance of decimating population. I also planted a city by the American border, which the Americans prompty took out a couple of turns later. They then proceeded to send a stack of 8 at my capital. I tracked it with a smaller stack - meanwhile I was scrambling to get a defensive stack in place to counter them. The whole time I also had to keep my cities garrisoned because of the constant Barb threat. I managed to get a stack of 11 up in time,and when the Americans ran into it, they promptly turned tail and retreated, even ignoring the lone units that I was throwing out as bait, which would of brought it up to my stack. It was sweet. Unfortunately, I was playing through my scenario and didn't realize the process that you need to do everytime you load a saved game in a Scenario. So I couldn't reload the game. Any idea on the PowerPoint setting in units.txt? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 05, 2001 12:12
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i havent figured out a use for powerpoints and I suspect its another holdover field from CtP1 (not sure it was used there either).I've made so many chances in other in so many files that I dont even know which ones are needed for a mod. I dont play any mods right now because I think tweaking the files has gotten me better results w/o any glaring weaknesses. I went thru and modified all the diplomatic settings so I get a more realistic diplomacy w/o SLIC. They even threatened last night to destroy my capital if I didnt stop trespassing and I've received requests to swap advances. I dont like Diplomod because of the early map swapping by the AI before they even make contact. To me thats no different than playing with fog turned off and isnt much fun. I dont like frenzy because it tended to leave cities defenseless once it started to attack me. By tweaking the files, the AI knows how to stack and unstack and last night I was invaded by over 40 units in 5 stacks. I eventually lost a city because I couldnt rush reinforcements as fast as they could. I never know which city is the target my way as I've seen the AI bypass a heavily defended city to attack a lightly defended one deep within my borders. With frenzy, the AI tended to make too many suicide attacks that did nothing but give me more vet units. By letting the game play as intended, the AI uses the matching criteria to determine whether to attack (except for the barbs who are suicidal until they start conquering cities). Without frenzy the AI is free to send armies after the barbs and to fight wars among themselves. In my game last night, even tho one civ was at war with me, I was too far away so they took the barbarian cities of Vandals and Visigoths. Its really a shame that they designed the game to turn the barbs into a civ if they started capturing cities, as I think its more fun when the barbs are rushing around attacking everyone like crazy. I have a theory that it may be the combination of the barbs holding 2 or more cities and the human player building the Great Wall that triggers their civilized behavior. I noticed last night that almost immediately after I finished the Wall that they stopped harrassing the other civs too. At which point those civs turned their attention towards me and have 2 of my frontier cities surrounded by I'm too well defended for them to attack but not strong enough to break out. I may use a limited auto update tho for the AI since it knows to upgrade its units within its cities, it doesnt know to do it in the field and they sometimes end up with huge armies of useless units. Right now I just use those armies as cannon fodder to get vet status. ------------------ History is written by the victor. |
Steve5304 Prince Racine ,WI USA Jan 2001
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posted February 17, 2001 15:27
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Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality? |
slamp King Cannes, France Sep 1999
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posted January 15, 2001 08:29
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Dale, I could do it for you, I will send you an email |
David Murray Warlord
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posted February 18, 2001 08:32
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quote:
 Originally posted by Steve5304 on 02-17-2001 03:27 PM Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality?
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The writing team for CTP2 were liberal-minded...you can tell it if you read through the great library...why do I know? As they say, it takes one to know one.  The best bit of CTP2 *must* be the great library--it's very informative and it is also a great read, truthful, historically accurate and in many cases up to date...I think it's one aspect of the game no one has ever really bothered thinking about. |
JSnider Settler Boiling Springs, PA Dec 2000
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posted February 05, 2001 18:57
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have you tried removing great wall wonder to see if it changes barb behavior??? if you are correct and this is our of the game then have barb uber alles, or such.be curious as to results. i've tried similar things with cost, but not the other options you've added, will add them in and play again. jsnider |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 15, 2001 10:59
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Ready for ddl on King Arthur's Court... I'll try the mod later tonight. But just from reading into some of the changes it looks really good... nice job Dale.Rich |
ALPHA_WOLF ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 06, 2001 03:18
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quote:
 Originally posted by JSnider on 02-05-2001 06:57 PM have you tried removing great wall wonder to see if it changes barb behavior??? if you are correct and this is our of the game then have barb uber alles, or such. jsnider
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Same wolf different username....grrrrrrrrrrrrrrr I just came up with that theory late last night and havent had time to test play it. First I want to see what happens if I let the AI build the Wall. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 15, 2001 17:30
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Am emailing version 2.1 of the mod to Rich this morning. Here's a short rundown of changes from 2.0:- Name change to Diplomod 2.1. - Made it generic, should work with any other mods, not just frenzy AI. - Supports frenzy AI 1.02 (just a little change of the script is needed) - Cleaner and meaner.  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
ALPHA_WOLF Prince Melbourne, Australia Dec 2000
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posted February 06, 2001 03:43
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I figured out why the AI starts dropping behind at a certain point. I never realized it before but, I shoot way ahead at the same point I start building trading posts and bazaars. I went thru some old saved games just to see what AI cities looked like. Many of the civs had built no buildings at all. So as long as everyone was purely living off the land, the AIs were ahead. In the BuildListSequences file I added a new BuildingBuildList called Start that immediately follows the garrison list. In it is city walls, granary, bazaar, academy, mill and factory. At least every city will now have the minimum. I may add other buildings as I see them being necessities. This should also help the AI since they wont be building wonders so early and with walls can defend against the barbarians better. I also added 5 prod to trading posts in forests/jungles/mountains to represent wood mills and stone quarries. I added trading post to the improvement list under production so the AI should build more now, helping both their prod and gold. As I always feared, the AI doesnt understand city size limits. Some small cities had aquaducts because they were on the growth strategy. Some of the military and science civs NEEDED them but wouldnt build them. in my game, I had also lowered the % of AI specialists to 10%, and had lowered the specialist from 30 to 20. I'm going to have to relook at that and make their largest cities dedicate more scientists and factory workers since they are all working the land, but not growing, so in essence those workers are wasted. I may have to strategically add all the city limit increasers to every build list so no matter what the AI is playing it wont neglect city growth limits. Under the Gold strategy, i notice that freight is second on the list, this is way too high as I've noticed that some civs change trades routes almost every turn and never seem to be lacking the caravans needed to do so. That means they wasted alot of prod building those caravans which just sit waiting to be used. Anyone ever notice any kind of caravan limit in any file? ------------------ History is written by the victor. |