Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

Thread Closed  Thread Closed
  Apolyton Civilization Site Forums
  CtP2-Creation
  Alternative ai (Page 3)

Post New Topic  

This topic is 7 pages long:   1  2  3  4  5  6  7 

This topic has been transferred to this forum: CtP2-Creation.

profile | register | preferences | faq | search

next newest topic | next oldest topic bottom of page
Author
Topic:   Alternative ai Format for Better Printing
dennis_caver
Chieftain
Beaverton, OR
Jan 2001
posted February 15, 2001 23:55   Click Here to See the Profile for dennis_caverClick Here to Email dennis_caver  send a private message to dennis_caver
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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.

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

herwin
Settler
Sunderland, UK
Jan 2001
posted March 07, 2001 03:10   Click Here to See the Profile for herwinClick Here to Email herwin  send a private message to herwin Visit herwin's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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?


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,

------------------

hexagonian
Prince
the artist formerly known as...
Jun 99
posted February 21, 2001 08:26   Click Here to See the Profile for hexagonian   send a private message to hexagonian
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 26, 2001 10:57   Click Here to See the Profile for magma12   send a private message to magma12
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 26, 2001 10:57   Click Here to See the Profile for magma12   send a private message to magma12
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 11, 2001 01:16   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 11, 2001 01:16   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 28, 2001 19:41   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 28, 2001 19:41   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 16, 2001 01:08   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted March 07, 2001 03:17   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 12, 2001 11:44   Click Here to See the Profile for GwapClick Here to Email Gwap  send a private message to GwapSend a Message to UIN: 108363510
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Thanks. I think I'll be installing that

Another 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"?

OmniGod
ACS CtP2 Database Manager
Philadelphia, PA, USA --> Really Canadian
Dec 1999
posted February 01, 2001 21:25   Click Here to See the Profile for OmniGodClick Here to Email OmniGod  send a private message to OmniGod Visit OmniGod's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
v3.2 fixed that problem Saddam...
OmniGod
ACS CtP2 Database Manager
Philadelphia, PA, USA --> Really Canadian
Dec 1999
posted February 01, 2001 21:25   Click Here to See the Profile for OmniGodClick Here to Email OmniGod  send a private message to OmniGod Visit OmniGod's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
v3.2 fixed that problem Saddam...
Skeeve
Warlord
Washington Township, NJ USA
Mar 2001
posted March 15, 2001 10:48   Click Here to See the Profile for SkeeveClick Here to Email Skeeve  send a private message to Skeeve
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 07, 2001 20:21   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 07, 2001 20:21   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 02, 2001 09:57   Click Here to See the Profile for hexagonian   send a private message to hexagonian
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted March 02, 2001 03:40   Click Here to See the Profile for phoenixcager   send a private message to phoenixcager Visit phoenixcager's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 02, 2001 13:48   Click Here to See the Profile for Alpha WolfClick Here to Email Alpha Wolf  send a private message to Alpha Wolf Visit Alpha Wolf's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 07, 2001 21:14   Click Here to See the Profile for Alpha WolfClick Here to Email Alpha Wolf  send a private message to Alpha Wolf Visit Alpha Wolf's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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.

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
posted February 07, 2001 21:14   Click Here to See the Profile for Alpha WolfClick Here to Email Alpha Wolf  send a private message to Alpha Wolf Visit Alpha Wolf's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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.

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
posted January 31, 2001 08:19   Click Here to See the Profile for GwapClick Here to Email Gwap  send a private message to GwapSend a Message to UIN: 108363510
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 31, 2001 08:19   Click Here to See the Profile for GwapClick Here to Email Gwap  send a private message to GwapSend a Message to UIN: 108363510
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 12, 2001 13:57   Click Here to See the Profile for OmniGodClick Here to Email OmniGod  send a private message to OmniGod Visit OmniGod's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted March 15, 2001 13:01   Click Here to See the Profile for Steve5304Click Here to Email Steve5304  send a private message to Steve5304 Visit Steve5304's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
good luck then troll
herwin
Settler
Sunderland, UK
Jan 2001
posted March 03, 2001 02:47   Click Here to See the Profile for herwinClick Here to Email herwin  send a private message to herwin Visit herwin's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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.


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
posted March 08, 2001 12:02   Click Here to See the Profile for herwinClick Here to Email herwin  send a private message to herwin Visit herwin's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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.


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
posted January 11, 2001 04:57   Click Here to See the Profile for joe77   send a private message to joe77
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
hey dale ...where do you find the road stuff ??
joe77
Chieftain
Seattle, Washington US of A
Jan 2001
posted January 11, 2001 04:57   Click Here to See the Profile for joe77   send a private message to joe77
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
hey dale ...where do you find the road stuff ??
Alpha Wolf
Settler
Prince of the Barbarians
Feb 2001
posted February 02, 2001 22:52   Click Here to See the Profile for Alpha WolfClick Here to Email Alpha Wolf  send a private message to Alpha Wolf Visit Alpha Wolf's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
risks, diffdb, and units files have been posted on my ftp site.

------------------
History is written by the victor.

Dale
Prince
Melbourne, Australia
Dec 2000
posted February 12, 2001 16:30   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted March 15, 2001 14:06   Click Here to See the Profile for Hannibal Ad PortasClick Here to Email Hannibal Ad Portas  send a private message to Hannibal Ad Portas
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Troll

open 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
posted January 11, 2001 05:58   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 11, 2001 05:58   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 08, 2001 12:52   Click Here to See the Profile for pchangClick Here to Email pchang  send a private message to pchang
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 08, 2001 12:52   Click Here to See the Profile for pchangClick Here to Email pchang  send a private message to pchang
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 11, 2001 21:09   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted January 11, 2001 21:09   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted February 14, 2001 07:07   Click Here to See the Profile for GwapClick Here to Email Gwap  send a private message to GwapSend a Message to UIN: 108363510
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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();
}


Apolyton Civilization Site Forums
> > > CtP2-Creation Forum

This topic is 7 pages long:   1  2  3  4  5  6  7 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Open Topic | Archive/Move | Delete Topic | Top
Post New Topic  
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site