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Topic: Upgrading the AI |  |
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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
Dec 2000
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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 |
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." |
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. |
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. |
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).] |
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).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 06, 2001 11:30
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I've noticed that the AI did not place a high priority on building Trading Posts. I normally build a lot of them, so I do well economically. Adding a production boost only helps me out further. I remember this being an issue in the MedMod for CTP1. Wes added mines to be built in forests, but the AI seemed incapable of building them. There's a tile impovement build list in the default game that only has the basic elements; Farm, Mine and so forth. Shouldn't that list be filled out with all of the tile improvements? I was looking at that list earlier, and it seem a little thin. I believe that there weren't even any of the Net improvememts on that list, but the AI seemed to have no trouble building nets so I didn't do anything with it. And with the edit you made to the BuildingBuildList.txt file is there any other file you need to edit so the AI will use that sequence? (Dumb question, I'm sure, but I'm still learning...) [This message has been edited by hexagonian (edited February 06, 2001).]
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Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 06, 2001 20:44
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quote:
 Originally posted by hexagonian on 02-06-2001 11:30 AM I've noticed that the AI did not place a high priority on building Trading Posts. I normally build a lot of them, so I do well economically. Adding a production boost only helps me out further. I remember this being an issue in the MedMod for CTP1. Wes added mines to be built in forests, but the AI seemed incapable of building them.
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That'll be a major downer if thats still true. I'll test it tonight (i hope). quote:
 There's a tile impovement build list in the default game that only has the basic elements; Farm, Mine and so forth. Shouldn't that list be filled out with all of the tile improvements? I was looking at that list earlier, and it seem a little thin. I believe that there weren't even any of the Net improvememts on that list, but the AI seemed to have no trouble building nets so I didn't do anything with it.
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I thought the lack of nets was strange too. Got me to thinking whether tile improvements might be hard coded into the program. quote:
 And with the edit you made to the BuildingBuildList.txt file is there any other file you need to edit so the AI will use that sequence? (Dumb question, I'm sure, but I'm still learning...)
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I havent had a chance to play since I made the changes but it loads ok so it should be just those files. BTW, no such thing as a dumb question if you learned something useful  ------------------ History is written by the victor. |
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 |
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 |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 02:37
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Success!!! The AIs were surrounded by trading posts on their mountains. Hmmm, maybe I should but trading post first in the build list so it'll build mines (assuming that the list means top has lower priority). Between that and them building bazaars, I'm way behind in gold and science now  On a new note, you might need to lower the war discontent. I had to build a fairly good sized army to defend against the barbs, and all my cities were extremely unhappy about it. Aint that typical, ya build an army to protect them and they complain...ungrateful cretins I'm assuming that the AI is similiarly afflicted. ------------------ History is written by the victor. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 16, 2001 09:40
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Ahmmmm... *cough* http://ctp2.homestead.com *cough* |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 16, 2001 09:40
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Ahmmmm... *cough* http://ctp2.homestead.com *cough* |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 16, 2001 12:23
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Nasty cough you have there Omni....  The new design for your website is substantially better. ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 16, 2001 12:23
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Nasty cough you have there Omni....  The new design for your website is substantially better. ------------------ History is written by the victor. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 07, 2001 09:52
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Sounding good.I tried to link up to your site, but its not active anymore. Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too. And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct. I would guess that the lists work in descending order, as the more advancesd stuff is at the bottom of the lists, so placing trading posts before mines might make the AI bypass building them to build mines instead. Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made. My initial goal has been to implement improvements outside of Slic (as I have no ability in that area) I have sent version 1.02 to OmniGods website, and can email you the text files to look at too, if you are interested. All work will be credited in the public release. [This message has been edited by hexagonian (edited February 07, 2001).] |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 21:41
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quote:
 Originally posted by hexagonian on 02-07-2001 09:52 AM I tried to link up to your site, but its not active anymore.
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I was one of those that had something happen to my account the other night, and it was pointing to the wrong place (notice my new settler status ) I'm trying to get the link to work again but so far no luck. quote:
 Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
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ImprovementList: IMPROVEMENT_LIST_PRODUCTION { Improvement TILEIMP_TRADING_POST ## JAW Improvement TILEIMP_MINES } ----------------------- BuildingBuildList.txt: add 1 to the number at the start of the file. BUILDING_BUILD_LIST_START { Building IMPROVE_CITY_WALLS Building IMPROVE_GRANARY Building IMPROVE_BAZAAR Building IMPROVE_ACADEMY Building IMPROVE_MILL Building IMPROVE_FACTORY } quote:
 Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
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I'll gladly take a look at them, but it wont be until next week as this weekend I go to get firsthand knowledge of barbarians, i mean cheeseheads, ooops, I mean Wisconsinites  quote:
 My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
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I dont blame you on this. Every attempt of mine to code SLIC fails on my PC even tho I've been assured the same code works on other machines. ------------------ History is written by the victor. [This message has been edited by Alpha Wolf (edited February 07, 2001).]
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MrFun Prince United States, Iowa Nov 2000
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posted January 16, 2001 15:29
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Eagerly waiting for Version 2.3.  |
MrFun Prince United States, Iowa Nov 2000
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posted January 16, 2001 15:29
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Eagerly waiting for Version 2.3.  |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 22:13
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FTP site is functional again...dang case sensitivity------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 16:42
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Got a frog in ya throat Rich?  BTW, expect v2.3 (maybe v3.0 if I re-write the lot) after the weekend. I'm starting to code the full AI diplo-handling routines. In previous versions I left it to the program to handle the considerations, but now I've got the mod-skeleton I'm going to add them in. The AI diplo-handling routines will be the ones that look at the current position and force a proposal/response based on that analysis. EG. Player[a] looks at player[b] and says "Hmm, nice border-city. I'll extort that." Player[a] sends player[b] a request_give_city. Player[b] looks at the proposal and says "Hang on a second, he receives THIS bonus, and I receive THIS bonus. My bonus is less so I'll counter-request." Player[b] sends player[a] a counter-request for GOLD equalling value of CITY. Player[a] looks at player[b] and says "Hmmm...... I don't have much gold left so NO SALE!" and refuses counter-proposal. BTW, I got this routine running. It seemed like the easiest to do. Obviously, if player[b] receives a 'gift' proposal it's gunna say "Cool! Free stuff!" and accept.  ------------------ 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 16, 2001 16:42
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Got a frog in ya throat Rich?  BTW, expect v2.3 (maybe v3.0 if I re-write the lot) after the weekend. I'm starting to code the full AI diplo-handling routines. In previous versions I left it to the program to handle the considerations, but now I've got the mod-skeleton I'm going to add them in. The AI diplo-handling routines will be the ones that look at the current position and force a proposal/response based on that analysis. EG. Player[a] looks at player[b] and says "Hmm, nice border-city. I'll extort that." Player[a] sends player[b] a request_give_city. Player[b] looks at the proposal and says "Hang on a second, he receives THIS bonus, and I receive THIS bonus. My bonus is less so I'll counter-request." Player[b] sends player[a] a counter-request for GOLD equalling value of CITY. Player[a] looks at player[b] and says "Hmmm...... I don't have much gold left so NO SALE!" and refuses counter-proposal. BTW, I got this routine running. It seemed like the easiest to do. Obviously, if player[b] receives a 'gift' proposal it's gunna say "Cool! Free stuff!" and accept.  ------------------ 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." |
Martina Settler Germany Jan 2001
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posted January 16, 2001 17:07
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quote:
 Originally posted by Dale on 01-15-2001 07:59 PM I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3

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Could you please let us know the bugfix for this i.e. where we need to replace the "consider" statement with the "change" statement ? I feel I can change this on my own in the 2.2 version (so no publishing of the bugfix version necessary) but I would need to know where.... Thank you! Martina [This message has been edited by Martina (edited January 16, 2001).] |
Martina Settler Germany Jan 2001
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posted January 16, 2001 17:07
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quote:
 Originally posted by Dale on 01-15-2001 07:59 PM I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3

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Could you please let us know the bugfix for this i.e. where we need to replace the "consider" statement with the "change" statement ? I feel I can change this on my own in the 2.2 version (so no publishing of the bugfix version necessary) but I would need to know where.... Thank you! Martina [This message has been edited by Martina (edited January 16, 2001).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 08, 2001 09:53
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Thanks - Make sure you read the posts about the Mod to get an idea what is happening. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 22:57
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quote:
 Originally posted by hexagonian on 02-08-2001 09:53 AM Thanks - Make sure you read the posts about the Mod to get an idea what is happening.
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Will do  ------------------ History is written by the victor. |
Kinjiru Prince Chicago, IL USA b.02-15-99
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posted January 16, 2001 17:56
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One suggestion I would make is to take a look at the while Gift offer. Getting a free city can be a VERY bad thing.In SMAC you could cripple the AI by giving faction A a city of yours that is about to be overrun by faction B. Faction B is going to take that city, even if they are allied with faction A. You could keep doing this and always keep everyone fighting. If it is possible, I would suggest that the AI consider the diplomatic status outcome for accepting a free city. If the sender is at war with a faction that shares a border with the gift city, then the AI should probably turn down the free city offer. I have no idea what is possible through modifying the text files, so if this is too complex to implement, no big deal. It would be good to close that kind of loophole though. |
Kinjiru Prince Chicago, IL USA b.02-15-99
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posted January 16, 2001 17:56
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One suggestion I would make is to take a look at the while Gift offer. Getting a free city can be a VERY bad thing.In SMAC you could cripple the AI by giving faction A a city of yours that is about to be overrun by faction B. Faction B is going to take that city, even if they are allied with faction A. You could keep doing this and always keep everyone fighting. If it is possible, I would suggest that the AI consider the diplomatic status outcome for accepting a free city. If the sender is at war with a faction that shares a border with the gift city, then the AI should probably turn down the free city offer. I have no idea what is possible through modifying the text files, so if this is too complex to implement, no big deal. It would be good to close that kind of loophole though. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 21:32
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Martina:The AI wasn't changing it's diplomatic strategy. It considered it but didn't change it. Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState. Kinjiru: At lunch I drew up some flowcharts to map the flow of diplomatic proposals and what to check (on paper of course). Pity I got beetroot juice all over it. Anyways, I thought of just that problem you mentioned. I figure it could be overcome if CityToExtort is within 10 squares of OwnCity which would make the city a border-city. That way, at least it has a fighting chance of getting defense there quickly. If you take into account the reality of supply problems, you don't want to accept a city that is too far from your borders, or on another island totally. I think this simple measure could simulate that. Any suggestions anyone? ------------------ 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 16, 2001 21:32
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Martina:The AI wasn't changing it's diplomatic strategy. It considered it but didn't change it. Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState. Kinjiru: At lunch I drew up some flowcharts to map the flow of diplomatic proposals and what to check (on paper of course). Pity I got beetroot juice all over it. Anyways, I thought of just that problem you mentioned. I figure it could be overcome if CityToExtort is within 10 squares of OwnCity which would make the city a border-city. That way, at least it has a fighting chance of getting defense there quickly. If you take into account the reality of supply problems, you don't want to accept a city that is too far from your borders, or on another island totally. I think this simple measure could simulate that. Any suggestions anyone? ------------------ 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." |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 09, 2001 09:11
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Hey, have a good trip...Don't hit any deer, or my brother-in-law! |
Howie Settler Madison, WI Oct 1999
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posted February 13, 2001 11:49
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I rarely post, but I have not seen this issue addressed, or I may have missed it. I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet. Here are examples of setting in DiffDB from Alpha. Beginner= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 Impossible= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels. The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING! I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name. Has this been covered before? Am I missing something? ------------------ -- Red Eyed Civer (Dooh! It's 4:30AM again!) |
Martina Settler Germany Jan 2001
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posted January 17, 2001 02:21
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quote:
 Originally posted by Dale on 01-16-2001 09:32 PM Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState.
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Thanks a lot, Dale! I did exactly that (in the 'BeginTurn' routine, changed from 'ConsiderDiplomaticState to ChangeDiplomaticState in total 3 times), however still I can get each and every city I request from others (independent from the tonality of my request). Did I miss something ? Martina
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