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Topic: This ain't Tomb Raider! |  |
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3 Prince Melbourne, Australia Dec 2000
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posted blank , 20-100 00:00
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4 Prince Melbourne, Australia Dec 2000
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62 Prince Melbourne, Australia Dec 2000
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8 Prince Melbourne, Australia Dec 2000
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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." |
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  |
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).] |
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." |
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 |
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 |
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? |
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?  |
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." |
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. |
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 |
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 ?? |
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 ??
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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." |
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).] |
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. |
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." |
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 |
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 |
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 Settler Prince of the Barbarians Feb 2001
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posted January 15, 2001 18:33
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dale, I'm glad someone is looking at the diplomatic aspects of the game. however, your mod makes the AI way too timid. Since the AI still insists on infringing on my borders with new cities, its been a tactic of mine to demand sale of these cities before they become too much of a nuisance. On occasion I hit the wrong button and no offer of payment is included in the demand. Today when i did this, instead of receiving a rejection, the AI accepted. In fact, i realized that they accept EVERYTHING. So, I demanded their largest city with no payment. They happily agreed, at which point I demanded every city of every civ I had contact with. I now control 1/2 the world without firing a shot or paying a dollar. Before that, I was getting offers to exchange maps every 4 or 5 turns. I'm looking forward to more realistic diplomacy, can this be fixed without undoing everything?------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 15, 2001 19:59
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Thanks for the feedback Alpha Wolf. I'll look into it.Edit: I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3 ------------------ 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." [This message has been edited by Dale (edited January 15, 2001).] |
Cardinal red Settler England Jan 2001
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posted January 16, 2001 05:35
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Great work guys - does anybody know where I can get my hand on these mods?Cheers |