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Topic: AI wandering a Bug? |  |
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11 Prince Melbourne, Australia Dec 2000
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Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 15, 2001 19:35
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Has anyone had any luck in controlling how the AI deploys units during a battle? It always seems that my weakest unit is in the middle. Boats and special units to often fill the front row. I just had a 12 stack of hoplites/catapults/mounted archers defeated my a city defended by 6 coracles and 6 archers. in another battle, 2 hoplites were defeated by 2 slavers/2 arhcers because the slavers were in front and the archers were able to use their ranged attack. Also it seems that the battle AI doesnt understand that units with a shorter range should be in front. In some other post it was discussed that 2 archers would line up next to each other if they attack a single unit. I gave mounted archers less range and attacked a single unit with 1 archer/1 mounted. They still lined up next to each other. being that i've never played thru to tanks, does that mean all future warfare is fought in a line? Also many of my flankers seem to end up in the middle of the line while non flankers are on the end. Anyone else notice any screwy battle lines? ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 31, 2001 19:22
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Anyone else still looking at improving the AI without SLIC? I've gotten a much smarter AI without using SLIC to this point but there are still some quirky things it does that confuse me. In particular how does it set its strategies. If we can control the intelligence of strategy picking by the AI, the game actually does seem to work. I have the AI using diplomacy fairly well. I've seen countless wars between the civs where cities change hands repeatedly. I've even been attacked by large multiple stacks. But I have also seen a civ that is losing a war with another civ, not move the over 70 units that it has just sitting around. I also had a stack worn down by multiple stacks, then just when i was surrounded and too weak to survive another attack, it offers a cease fire. Talk about no killer instinct.I'd like to have a place where people could list specific changes to files and their specific results, much like the post about increasing time in the const.txt. You definitely see better decisions by the AI later in the game, but not too much difference early. Decreased unit costs has a HUGE impact on the AI's ability to wage war. Before reducing costs (25-33%), i rarely saw AI stacks of more than 6. Now I see stacks of 10-12 running all over the place. Since the AI uses the matching criteria to determine whether to attack, the smaller stacks rarely had the firepower necessary to attack entrenched armies. With the larger stacks, they attack more frequently and entrench alot less which also promotes more combat. But again, if you run around with 12-unit stacks, they probably dont have a mixure of units that will make them strong enough to attack you. I also increased movement factors slightly. The AI tends to think only about this specific turn. The farther it can move in that turn, the more options it will consider. Always, i hope ya'll get the gist of what I'm asking, so if you have a specific change, plus post it under this thread.  ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 10, 2001 20:59
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Folks,Just so you know, even though I've been saying I can't be bothered fixing the AI, I'm looking into the one section as I see as needs work. Diplomacy, and it's prioritys. So last night I ran some experiments. 1 - I changed the prioritys on sending and receiving certain diplomatic events (namely pacts and alliances). 2 - I set the regard bonus amount for each turn at peace/pact/alliance a little higher. 3 - I changed a couple of the response priorities as well. 4 - I fiddled with roads to make them more 'attractive' bonus wise for the AI, and added roads to the lists of improvements to build for all categories (growth, production, etc). 5 - As an expansion on diplomacy-war, I made the ATTACK and SIEGE goals almost irrisitable to the AI. Here's what happened. Remembering that at this point I'm working on extreme conditions and will narrow down to something balanced. Setup a mid-size planet with 8 civs on impossible. I cheated and gave each civ advance: cannons (and everything below it added in auto), 10000 PW and 20000 gold. I also gave each civ 4 settlers. Basically, I wanted it to be a bit further on than a beginning game. Myself as a player did nothing but build defense units (keeping 6 in my city at all times, disbanding excess). I didn't improve or anything. I quickly ran through 50 turns. Turning off FOW I saw: 1 - The AI had spread all round the globe. 2 - The AI had built roads EVERYWHERE! It had gone nuts with them. I even saw a roman city in the centre of 6 cities with double roads to each city. Even roads going to nowhere. 3 - Units flowed down these roads comfortably. There was no congestion of stacks, no blockages or whatever. Just stacks moving comfortable to where they were going without hindrance. I took a look at the diplomacy of every civ. 3 civs were fighting an all-in war (with stacks of cannon/riflemen on the borders). But the interesting thing was that these three civs had built roads to this triple-border area and had connected. Therefore, battles were occuring between AI stacks. 2 civs had research pacts with each other, one of them having a normal pact with civ number 8 as well. Civ number 7 was on an island all by itself, and only had a couple of contacts, but couldn't do anything as it hadn't got diplos to them yet. I kept the turns rolling. I noticed: 1 - The AI would declare war, fight an intesive battle with someone, then after a while when one sues for peace the war ends. The wars were short and bloody. I saw one civ send three stacks of 6-8 units at another civ at the one time. When peace reigned between two civs, the regard went up quickly till the next war (or sometimes turned into a pact). 2 - During peace, the AI built roads like nuts for infrustructure. During war, it built roads near the frontier (reminding myself to add forts to the improve lists as well) thus making unit movement good. 3 - The diplomats of the AI civs actually interacted. Admittedly it was usually an extreme (refuse a pact and they declared war) but it was something. Maybe there is life in there afterall. Will go back to moding tonight. ------------------ 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." |
GAMEOVER Settler Washington dc, usa Nov 2000
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posted February 11, 2001 14:26
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COuld someone please explain to me step by step how to install the frenzy and diplomatic mods? I can barely turn my computer on and off, so i would appreciat ethe help. |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 06, 2001 09:43
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I am currently playing at Very Hard on Gigantic with 8 Civs. Ok, now there are 7 civs, because those nice Australians gave me all their cities when I asked them nicely. Running
// Dale's diplomacy script to make AI do diplomacy with itself. // // Modified to include BlueOrange's FRENZY AI script. // // Version 2 - 14-Jan-2001
Am I alone in thinking this a bit too nice? who of you would happily give away all his cities (will the game allow you to do that???)
Is this fixed in version 3? |
MR. SADDAM Settler ridge ,NY , USA Jan 2001
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posted January 29, 2001 18:22
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THe AI are trespassers Regardless.What you do is reverse thinking.Be like the AI. Go into there border ,fortify near there capitol, and use there roads. More often then not they will ask you to leave.tell them no  |
PrinceBimz Warlord
Apr 99
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posted February 09, 2001 04:42
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I have been playing on the easier levels and it was indeed fairly easy. So I tried the very hard level for the first time about 20 minutes ago. Yep thats correct 20 minutes ago. I figured some people said how easy the AI was so what the heck I give it a try on very hard. Well what was I supposed to do when the AI torn into each of my cities extremely early with Slavers? Then I had barbarians beating my settlers to death. Besides I had watched the AI setup a fortification adjacent to my MAIN city. It built up a stack of 4 Archers in that fortification over a couple of turns. Then I was thinking, well it probably won't attack according to what others say. WRONG! It attacked alright, took over the city and headed straight for my other ones with a bigger army. Of course with the Slavers I could not build up a big enough army that quick to stop this. I did not have enough population, I did have the city to 6 but those Slavers brought it down! All of this happened very early before I could have a chance to do anything! So what is this about the AI not attacking? I take it many must be talking about the easier levels unless my experience and position was rare. Maybe it was the way the random map was setup or something, I don't know. But I got the hell beat out of me because I could not do anything in that situation. I feel the AI is not NEAR as bad as others say it is because of what I seen here. Anyone else had an experience like this early in the game before you had a chance to do anything? I remember even playing on one of the easier levels where the AI had sent Destroyers up and down my coast destroying ever net and improvement I had built! Of course I was surprised means I heard the AI don't use naval units. Anyway I was forced to build ships or planes to sink those Destroyers. |
Steve5304 Prince Racine ,WI USA Jan 2001
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posted February 11, 2001 01:54
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My Friend on Mplayer said that He had found a Bad String that makes the AI confused between Rivers Roads and ways to return home? That would explain why the AI goes nuts at a river/Road junction with there constant back and forth. I asked him for it but he didnt give.....ill keep on him but if hes right, that would certainly explain alot. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 06, 2001 16:26
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Here is a thread to ask questions about topics not covered in the "Conversations" thread. Please restrict your questions to AI behavior. To my knowledge, Richard can't do anything about bugs or multi-player problems. |
blinder2451 Settler FTC, CO Dec 2000
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posted January 24, 2001 00:51
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Ok, I remember my sister and my girlfriend said they hated some video games cuz they were always getting killed.Meanwhile I would keep playing, dying a lot but progressing through the levels. Killing the boss meant dying a few times until you found their vulnerable spot. For some reason, my female friends could take this with Mario Bros, any other game made it too intense. (There were a lot of 'Fighters' but only the Simpsons brought both sexes, and you die a lot in that game!) My point is, some of us want to play a peaceful game of Civilization or Call to Power. Others want to die and deal death and convert the planet to a wasteland. Thanks for all the help getting the AI to kill me! I can't wait to see what's next. |
magma12 Chieftain Bangkok, Thailand Nov 2000
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posted January 26, 2001 02:44
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I have download the BlueO frenzy, first I install the complete diplomat and strategy. I also add new unit and advance to the game. I notice that I can exchange tech with out first install Embassy and the AI are very friendly to me but that is not the problem. The problem is around 13-1500 AD one of the AI develope Gaia Control wonder! I use the cheat mode to see if it has the advance to do it and it does! and the shocking part is it doesn't have all the advance require to reach it. I havn't change anything in the advance.txt relate to gain control tech.So I reinstall the game and this time use my new unit, advance and use only strategy from Frenzy. Same thing happen. Anyone has experience this problem? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 06, 2001 21:13
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I've noticed that wars between AIs will too frequently cease as soon as I land on their continent with any military units. I just wanted to create a little foothold to get a better view of their war to see how they fight among themselves. I'd been watching many cities change hands by sound (marching boots) and by city borders changing. As soon as I landed, both sides fortified and the war seemed to end. Was this probably just coincedence, or a game design?Second, how can I keep the barbarians from ever changing out of the barbarian strategy? Altho I'd like them to minimally build garrisons and buildings when they capture a city, I mainly want them to pump out tons of units. My latest theory is that they seem to change to the default strategy as soon as they get a few cities and/or I build the great wall. I do love seeing the Vandals and Visigoths I must admit and had given a small ability to them in the barbarian strategy to expand. They also tend to become totally passive thus my theory that they've changed strategies to default. Thirdly, how can we force barbs and AI units to stack before they attack? I just had 2 stacks of barbs attack one by one instead of forming an army. Being that rally is part of siege and attack i would have expected the entire stack to have attacked together. Thanks.  ------------------ History is written by the victor. [This message has been edited by Alpha Wolf (edited February 07, 2001).] |
Apollon Settler Stockholm, Sweden Nov 2000
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posted February 14, 2001 01:35
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Well, it aint all that hard actually. Frenzy v4.0: Unzip the Frenzy folder to, e.g E:/Activision/Call To Power 2/Scenarios (replace with your hard drive name and path)Start CTPII, press new game button ( ) and press "select scenario". Scroll down to the Frenzy scenario, load it, and then select your game settings. For Diplomod 3.2, it's easy to install, just follow the instructions in the readme's. |
ChaosSpeeder Settler Germany Nov 1999
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posted February 09, 2001 07:37
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In my opinion, the AI becomes weaker and weaker, the longer the game lasts. At the end, there are no more attacks. try the frenzy ai, as a solution. bye, Andre |
Colonel Kraken Chieftain Grand Rapids, MI Nov 2000
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posted January 26, 2001 08:50
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YES! I have had this problem also, but I have only used my own modifications. I have added advances, units, and a couple of wonders/improvements. I am very puzzled by this also. I don't know why it happens. Although it's very odd, it does not really affect gameplay because there is no way for the AI to build enough obelisks to make the wonder. So I just continue playing. The only problem is the AI devoting resources to the Gaia Controller instead of other things. Oh well. If anyone knows why this would happen, please let me know. As magma12 says, the computer obtains the pre-req advance for Gaia but does not have ANY of the pre-req's for THAT advance. Very strange. [This message has been edited by Colonel Kraken (edited January 26, 2001).]
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Dale Prince Melbourne, Australia Dec 2000
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posted January 29, 2001 21:52
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Or download 'withdraw' from the files db and have them automatically expelled for you when they agree.------------------ 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." |
Galatea Settler San Francisco, CA Feb 2001
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posted February 20, 2001 22:37
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Yes, I have. In a stack with tanks and artillery, my artillery was always front and center. Also, machinegunners stand by idle when they could use their ranged attack. |
Gwap Chieftain Largs, Scotland Jan 2001
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posted January 31, 2001 08:25
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Have you tried a jigsaw puzzle? It's been a while since any of those fought back and gave me a bit of a challenge.  ------------------ 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 06, 2001 13:42
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The version 3.2 final has fixed this problem. They don't give you $&^# now And that's a good thing |
Triumphus Romanus Chieftain Jacksonville, Florida Nov 2000
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posted January 10, 2001 22:24
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Awesome work Dale!! Thats very encouraging news. And I am soooo jealous.....I want to come to Australia bad. Been there twice....oh to be wealthy with nothing to do. .. Gary |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 01, 2001 13:22
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Generally, I'm not in favor of reducing the cost of a unit, because what you are doing then is also benefitting the player, allowing him to build more military himself. But with the production adjustment in the diffDB file, that helps the AI have a bonus of whatever you want. Certainly not the ideal, but workable, and it was a good workaround. As for unit selection, there are line of type in the strategies.txt file that breaks out the percentage of what the AI will build, so maybe tweaking those in conjuction with some creative relabeling of unit designations (calling a Knight a defensive instead of an attack or flanker unit in the units.txt file) will cause the AI to build more of them. You can also designate a higher level of devoted production for support costs in that file, allowing the AI to field an even bigger army without disbanding older troops, and raise the level of what the AI will tolerate for being in an 'At War' status. But these have to be balanced with the AI needing to maintain a growing infrastructure so it also does not find itself losing the tech war in the long term. The one thing I would like to see fixed is the purely defensive stacking of the AI, especailly when faced with enemy units. I've seen 30-40 units parked outside of a city that I was attacking, and I was able to whittle down those forces without being counterattacked, before tackling the city. The AI had me seriously outgunned in numbers and could of taken out my stack if it employed a 1-2 punch, but it didn't do so. So I attacked, pulled back a bit and kept sending a steady stream of reinforcements. And does anyone know what the Power Points line for each unit refer to in the Units.txt file? I do not have a clue on that one. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 02, 2001 03:24
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I agree with all your points. At first I also bulked at lowered costs, but modifying the diffdb alone didnt give make the AI much better. Dont forget, as shipped the harder levels mean the AI simply starts far ahead, at which point the diffdb would handicap it since it was way ahead. I originally figured the barbarians would be my greatest threat and tweaked the risks file so that they are "modern"(BARBARIAN_RANK_MAX 2), numerous (MAX_HUT_BARBARIANS 6 and MAX_SPONTANEOUS_BARBARIANS 4), and frequent (BARBARIAN_HUT_CHANCE 0.5 and BARBARIAN_CHANCE 0.25). I found that unless i had 4 or 5 units defending a city by turn 20, the barbarians would wipe me out very quickly. By not starting the AI so far ahead, they arent handicapped and they greatly outproduce me. Since the barbarians prefer attacking the human player, my super aggressive barbarians keep me from steamrolling over the AIs as I'm constantly replacing lost garrison and scouting units. Every game i lose at least one major city to the barbarians and the civs collectively lose at least 3 or 4. i also think this is more realistic as barbarians were as much a historical threat as any nations. So altho it would at first seem that lowered costs benefit the human, with the other changes, it has actually made for a very competitive and enjoyable game. its not usually until at least 1500ad that I take the lead. I'm in the process of determining why the AI civs consistently seem to fall behind at that point. My guess is that I've not tweaked the advance build lists properly and they are researching something that hangs them up. Every game at least one civ and in many cases, most of the civs will get to gunpowder before me, but then i get to tanks first and then its over. I've also tweaked the unit types but be careful because you get some really screwy battle lines if you arent careful, like machine gunners in front of archers, ships in front of land units during a land battle, civilians in front line, etc. I've upped all the military support percentages (strategies.txt) to at least 35% and you are very correct that that is a necessity, but it seems to come into play only as the support costs get higher as the AI is far below the shipped percentages early in the game. Ultimately it comes down to playing style. I'm a controlled expansionist meaning i dont go out to conquer the world from day 1. I build some scouts, a garrison, then start on buildings. I build settlers (which are still expensive) when I find strategic or highly productive locations and I only use force when my borders need additional room or I've been attacked or encroached upon. I figure the results have spoken for themselves as I'm usually on the defensive until at least 500bc and usually much later. The AIs will beat me to about 75% - 80% of the wonders and feats. i've been down to my last city as late as 200ad (didnt take the lead in that game until 1970s). had multi-ship ai navies attack me and been invaded (8 units, 2 of which were settlers) via naval transport. I've seen civs fight long pitched wars among themselves (in one case the barbarians finished off the one civs last 2 cities, hows that for realistic!). All this without any SLIC coding. Even with these results, the AI still does whacky things and there are too many flags in too many files for me to figure out what each one does on its own so I'm hoping that others will lend their knowledge  ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 06, 2001 17:44
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Yeah, you can't get squat.Also, I put in special code so if it sees it's Omni on the other side of the screen it won't even give him maps.  ------------------ 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." |
MR. SADDAM Settler ridge ,NY , USA Jan 2001
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posted January 31, 2001 14:58
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thanks it is done i d/l the ai diplomacy mod too. Why do they give away so much citys lol!!!! needs to be fixed |
MrFun Prince United States, Iowa Nov 2000
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posted January 11, 2001 00:18
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I perked up when I read our interesting modifications. But please clarify - you said you changed this and that but in those documents and on those lines, what specifically did you enter as the new modifications? |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 06, 2001 23:54
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Can he help out on the adding terrain ideas that I had in the creation forum? Or who can I get in contact with for that, if anyone? |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 09, 2001 11:50
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Can't always trust what others are saying can you But Andre is correct in that the AI gets weaker with time as you are able to buildup and repel anything they sent at you. With the frenzy and diplomod combined it ups the ante a little bit and strengthens their stand substantially over the long run (but isn't perfect by any means). Most of the comments on those two mods are based on Impossible level playings, and I hope most of the comments/complaints about the AI come from people at Very Hard or Impossible since the AI at lower levels is truely a push over. Give those mods a try and see some real toughness come your way. |
dennis_caver Chieftain Beaverton, OR Jan 2001
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posted February 15, 2001 23:55
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quote:
 Originally posted by Apollon on 02-14-2001 01:35 AM For Diplomod 3.2, it's easy to install, just follow the instructions in the readme's.

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Hi Apollon, From another software challenged person, what tool does one use to edit the 'script.slc' file in the diplomod instructions. Everything else is easy because there all .txt files Dennis
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hexagonian Prince the artist formerly known as... Jun 99
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posted February 21, 2001 08:26
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I know that battle lines are supposed to be drawn by placing the strongest unit front and center. I would assume that range/flank factors become secondary when drawing up those lines, so it can be likely that due to the numbers, ranged units can end up on the front lines. The coracle/archer battle is actually logical from the standpoint of the computer, because coracles have a defend factor, so they automatically will go on the front lines, and the archers line up behind. Factor in the defend modifiers and those boats could of defeated the attacking stack.Certainly not realistic, but the computer works with numbers, not realism. One thing I discovered in experimentation is that range factors have to start at 15. A range factor of less than that will put those units on the front lines, so if you tweak numbers, you have to take that into account. I think that machine gunners have a range of 10 in the default game, so bump it up to 15-20 and see what happens. |
magma12 Chieftain Bangkok, Thailand Nov 2000
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posted January 26, 2001 10:57
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Well, I have remove the Frenzy and try again. It still happen it is not date that trigger it, it is just a few turn after I aquire explosive. I double check advance.txt and wonder.txt there is no change to the gain control tech.Odd, isn't it?  |