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Topic: Alternative ai |  |
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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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herwin Settler Sunderland, UK Jan 2001
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posted March 07, 2001 03:10
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quote:
 Originally posted by Dale on 03-06-2001 07:41 PM In what sense? I've read through all the comments relating to AI and diplomacy, and implemented what I see as necessary to bring some intelligence and thought to it. But what specifics were you thinking of?

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Richard had identified some bugs in the Activision implementation. Are those fixed in diplomod 3.3?--I'm interested in whether diplomod 3.3 addresses known problems other than the lack of diplomatic interaction between AIs so that it is a suitable default configuration. Otherwise, I might as well play SMAX until Civ3 comes out. Thanks, ------------------
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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." |
Dale Prince Melbourne, Australia Dec 2000
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posted March 07, 2001 03:17
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Some of the problems with diplomacy are hard-coded problems. IE: the research pact bug. I have tried to counter/elliminate as many as I could, as well as try to enhance the diplomacy activities of the AI. Unfortunately there are some that I can do nothing about. IE: the pay-for-advance bug.------------------ 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... |
Skeeve Warlord Washington Township, NJ USA Mar 2001
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posted March 15, 2001 10:48
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Troll... I found an answer to your question about how to get the AI to space cities further apart. It was on the CTP2/Suggestions Board in the "Things to include in patch2" thread. (I think that was the name). It's the biggest thread on the board, so you cant miss it. (about 78 messages). (Reading through those messages will take a while, though).
------------------ My reach exceeds my grasp! |
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. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 02, 2001 13:48
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I'll post the files up to my "website" late tonight when I get home from work. (about 9pm CST). There are numerous changes. Most are marked by "## JAW" but sometimes I make fast changes, or what-if changes that work and those arent always labeled.I had the same problem at first, with the barbs wiping out entire civs. I at first simply bumped up the garrison sizes but found that the civs werent building any garrisons at all. I found a build queue list (cant remember the exact name off the top of my head) that controls which build list the AIs use. I moved the garrison list to the top of every list and since then the civs arent losing as many cities. The barbs will still wear down some garrisons, and if that city is building a wonder, the civ wont be replacing the lost units. Almost every city I see now that is taken by the barbarians is either very young and hadnt had a chance to build its garrison, or is building a wonder. And since the barabarians are equal to the toughest units currently available (not realistic but i wanted the extra challenge on the impossible level), it forces me to keep my garrisons at modern levels. No more holding my capital with a hoplite when its in the 1900s. Theres another flag in the risk file that tells how close the barbarians can appear near a city. I made it 7 so that any nation with a solid border wont have to worry about its interior cities being under constant attack. Since the AI seems to ignore the minsettledistance flag frequently, they tend to have overlapped cities thus a solid borders and only their outer cities tend to be subject to attack as the game progresses. I also start the AI civs with 3 settlers which helps them build a border faster, and gives them a small starting advantage since I almost always start with 2. I too had contemplated delaying the arrival of the barbarians, but the other changes seem to have balanced everything. My last game I saw 4 cities fall to the barbarians (not the actual cities but I saw parts of red borders on the small map). Every city was "liberated" by 500bc, altho not always by its founder. I was annoyed because I couldnt get to any of them and really needed the settlers that the disbanded cities would have provided. Unfortunately, I've received info that the barbarians are programmed to act like a civ if they capture a city, which is exactly what I see them do too often, instead of becoming the unit producing centers that I had envisioned. I'm assuming the barbarians are using the default strategy so I'll see how changing that will affect them and if it has negative effects on the actual civs. I reduced most ancient unit costs between 25-33%, and the cost of civilians i think about 10% (I'll post my newest units file too). I'm trying to reevaluate the entire cost/support/attack/defense structure to make it correspond more to reality. I'm starting with a roman cohort (1/10 of a legion) as 500 men, and a roman cavalry was about 250. From that, I'm making most foot units 500 and mounted units 250. Then I try to figure out how many boats would be needed to transport x number of units. Based on these things is how I'm trying to determine costs. Its far from completed so I came up with some basic guesses just so I have something in case my new cost structure turns out to be totally whacked. Eventually, when these units are created, the appropriate number of people will be deducted from that city's population, or added if disbanded within a city. My guess for my advance screw up is that I have some prequisite(s) after the the wanted advance, so that the AIs are bypassing certain advances which leaves them with only the more expensive ones to research thus dragging down their tech advancment rate. With so many advance lists, i figured i'd mess up a few. With every strategy's support rate set at least to 35%, the AIs have plenty of room to build large armies. I did increase the benefit of bazaars/brokerages/banks to compensate ( i thought the %'s too low regardless).
------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 21:14
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quote:
 Originally posted by WesW on 02-07-2001 08:21 PM AW, this paste fron the strategies.txt should answer your second question.STRATEGY_BARBARIAN { // must inherit from default Inherit STRATEGY_DEFAULT This means that the Bars will use the default settings unless new ones are listed in their section.
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This is true, however, they should using the barbarian strategy but instead are buildings wonders and buildings which means they switched to the default. My theory was towards the "why" not the "what". No doubt in my mind that they switch but I cant figure out the circumstances that cause the switch. I cant change the default strategy for fear that it will have adverse effects on the other civs especially new breakaway civs. I'd like to keep the barbarians confined to their own strategy so i can define their behavior in a primarily barbarians way  Just call me Prince of the Barbarians OOPS, make that Settler of the Barbarians  ------------------ History is written by the victor. |
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 |
Gwap Chieftain Largs, Scotland Jan 2001
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posted January 31, 2001 08:19
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Not had that problem at all. Installed diplofrenzy half-way through a game though. Perhaps that may give you a lead?------------------ Nostalgia isn't what it used to be |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 12, 2001 13:57
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I figured that you tried to screw me Dale I still haven't had them give me anything, the AI must just hate me even if I've fallen off the pace or if I'm leading the pack... so I've said screw them. Here comes my tanks..... That'll teach them.The vendictive ruler |
Steve5304 Prince Racine ,WI USA Jan 2001
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posted March 15, 2001 13:01
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good luck then troll  |
herwin Settler Sunderland, UK Jan 2001
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posted March 03, 2001 02:47
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quote:
 Originally posted by phoenixcager on 03-02-2001 03:40 AM 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.

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There are nine words that a reviewer can write that will kill any work of fiction: "I don't care if the hero lives or dies." The problem with playing CTP2 solitaire is that "After a while waiting for something to happen, I don't care if I win or lose." --It gets awfully boring. |
herwin Settler Sunderland, UK Jan 2001
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posted March 08, 2001 12:02
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quote:
 Originally posted by Dale on 03-07-2001 03:17 AM Some of the problems with diplomacy are hard-coded problems. IE: the research pact bug. I have tried to counter/elliminate as many as I could, as well as try to enhance the diplomacy activities of the AI. Unfortunately there are some that I can do nothing about. IE: the pay-for-advance bug.

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I'm currently running with diplomod 3.3. I'll report any serious problems. Wish me luck! |
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 ?? |
joe77 Chieftain Seattle, Washington US of A Jan 2001
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posted January 11, 2001 04:57
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hey dale ...where do you find the road stuff ?? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 02, 2001 22:52
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risks, diffdb, and units files have been posted on my ftp site. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 12, 2001 16:30
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Don't ya wish you could code slic for individual users? You could put in all sorts of traps and stuff to trigger depending on who was playing. Now THATS evil!  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Hannibal Ad Portas Chieftain IOW UK Feb 2001
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posted March 15, 2001 14:06
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Trollopen stratgy.txt,look at a line near the bottom of each strategic state it will look like this // minimum distance between settled cities // (eg. new cities must be founded atleast 2 cells from nearest cities collection border) MinSettleDistance 4 // cells with settle scores below this threshold will not be used MinSettleScore 600 // if you check out terrain.txt you will find each tile has a value used to determin if its a good place to settle.hope this solves it for you. Hannibal |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 11, 2001 05:58
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quote:
 Originally posted by joe77 on 01-11-2001 04:57 AM hey dale ...where do you find the road stuff ??
 | in the strategies.txt look for RoadUtilityBonus |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 11, 2001 05:58
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quote:
 Originally posted by joe77 on 01-11-2001 04:57 AM hey dale ...where do you find the road stuff ??
 | in the strategies.txt look for RoadUtilityBonus |
pchang King San (tres cher) Francisco Aug 1999
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posted February 08, 2001 12:52
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All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line. |
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." |
Dale Prince Melbourne, Australia Dec 2000
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posted January 11, 2001 21:09
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Hmmm...... having trouble getting AI to build diplos. If I give him a diplo, he gets stuck in diplo. However on the plus side, I actually got this request from the Greeks:- They requested 200 gold in a haughty tone. - I refused. - They threatened war. - I still refused. - They declared war. After declaring war, they sent a couple of stacks at me, which I brushed off and they requested a cease-fire. This is the weekends goals: 1 - Make the AI build diplos. 2 - Make the AI pursue diplo functions as per their government (communist with other communist, repub with other repubs, etc) Birds of a feather flock together basically. 3 - Make the AI pursue diplo functions based on their personality. Eg. Militarilist leaders pursue demands/threats. Scientists pursue advances/research pacts. Etc. ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 14, 2001 07:07
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I'm sure that if Firaxis keep half an eye on this forum they are bound to put an easter egg or two in for several of us in Civ3(if(Apolyton_member){ disable_bugs(); }
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