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Topic: Upgrading the AI |  |
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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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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." |
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 |
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 |
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 |
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 |
Tusky Settler An Ice Floe near Buckingham, UK Feb 2001
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posted February 20, 2001 06:12
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Hear hear Dale. I don't have quite the length of experience you do, but I remeber cutting my teeth on Kampfgruppe on my C64 back in the mists of time.The human ability to react, change tactics and have several different options available is something the AI programming isn't able to compete with right now. How often in Civ-genre games have you tied an enemy down on one of their borders and got them funneling units to the front like mad, and then crushed them with a tank-based army hitting them from behind ? Is the Frenzy AI mod worth having ? |
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." |
Kinjiru Prince Chicago, IL USA b.02-15-99
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posted February 28, 2001 12:22
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Along similiar lines, I believe it is due to the popularity of forums like this one that we will never (or at least for the next 6-10 years) see an AI that we, as hardcore gamers, are happy with.Players get together on boards like this to share thoughts, tactics, strategies. We have the benefit of learning from everyone else that is playing the game. We adapt at an exponential pace. The best an AI can do is 'adapt' to one player's tactics. Game companies could look at these kind of forums and then change the AI routines, but no company would keep spending the money required to do so. The game has been released and that is pretty much it. The only place we might see some change on this front is in the massively multiplayer on-line games. In that situation, the game company is constantly monitoring and changing the game. Adapting the AI to the emerging player strategies might happen there. In the offline world, though , I fear that we are pretty much out-of-luck. We are very fortunate that the developers are willing to support the mod community for that is where constant innovation on existing games will come from. The best we can hope for is that developers take it even further and put the AI engine in an easily modifable format. |
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 |
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? |
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 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?  |
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 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 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... |
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. |
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 |
phoenixcager King Singapore Sep 2000
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posted March 02, 2001 03:40
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I'm not sure about the technical aspects of what you guys are saying, but from the perspective of a regular player, I'd agree pretty much with the statement that the AI isn't very bad. However, even though I haven't read many of the strategy posts, and I haven't beaten the civ2 and c:ctp AIs at anything beyond 'Prince', I'm still finding that the CtP2 AI is easier to beat. And it isn't that I'm using any fancy strategy, just doing my own thing and attacking cities when they bother me. So there's definitely something lacking here. ------------------ phoenixcager of the Civgaming Network. Visit the CGN forums. |