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Topic: Alternative ai |  |
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Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 08, 2001 13:31
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Sorry, wrong thread. [This message has been edited by Locutus (edited February 08, 2001).] |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 08, 2001 13:31
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Sorry, wrong thread. [This message has been edited by Locutus (edited February 08, 2001).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 02, 2001 23:16
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Was just there, and I am glad to see that I was on the right track on a lot of what I was trying to do. I added your Barb changes to my setup, and will give it a test run tomorrow. Spent most of the evening resetting ranged attacks as it seems that a unit has to have a minimum of 15 for a ranged attack. When adding my early units, I started out with values of 5. Playtesting revealed those units with range sitting on the front lines, when they should of been raining death from the rear... What is the significance of the following lines in DiffDB.txt? AI_INTELLIGENCE_FACTOR 25 AI_GANG_UP_FACTOR 25 |
AllenJ Settler Zagreb, Croatia Nov 2000
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posted February 14, 2001 13:33
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I'd say rather if (apolyton_member) { disable_bugs(); }  |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 12, 2001 00:54
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I like the way people are approaching AI changes. Set goals then try to achieve them. I think we have a great opportunity to recreate CtP2 as a playable game.Keep the ideas flowing.  ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 12, 2001 00:54
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I like the way people are approaching AI changes. Set goals then try to achieve them. I think we have a great opportunity to recreate CtP2 as a playable game.Keep the ideas flowing.  ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 22:56
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quote:
 Originally posted by pchang on 02-08-2001 12:52 PM All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line.
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I tried that once and got all kind of errors. At some point the AI expects the barbarians to switch and if it cant, LOOKOUT!!!! ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 22:56
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quote:
 Originally posted by pchang on 02-08-2001 12:52 PM All you have to do is fill in the Barbarian strategy and get rid of the inherit STRATEGY_DEFAULT line.
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I tried that once and got all kind of errors. At some point the AI expects the barbarians to switch and if it cant, LOOKOUT!!!! ------------------ History is written by the victor. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 04, 2001 19:38
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Alpha,The Garrison switch was the key I needed. Thanks, it is now working fine. I dropped the cost of the earliest 2 units, and it looks like the AI is holding its own at this point in time. And the Barbs really put a crimp on what you can do against the AI civs, as you cannot go right out and build cities/conquer other civs too easily at the same time. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 05, 2001 00:03
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quote:
 Originally posted by hexagonian on 02-02-2001 11:16 PMAI_INTELLIGENCE_FACTOR 25 AI_GANG_UP_FACTOR 25

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i'm not sure what they do. I was hoping that changing them would do something but i never saw any difference. The barbs really make the game more difficult. The great wall becomes a necesity so that dictates what advances I research. I have to hope to find some settlers or to buy a few because I spend so many resources beating back the barbs, that I need to keep 1 city doing nothing but pumping out units. And since I changed it so that the barbs get the most advanced units available, i lose a ton defending my cities. And I get attacked so often that my cities have great difficulty in growing. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 14, 2001 18:17
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Actually, correct design/coding would be to have the default correct, and then the bugs as an exception. Eg:if(!(player[0] == APOLYTON_MEMBER)) { EnableBugs(); } But others you could have are: code:
if(player[0] == Dale) { AddGold(player[0], 1000000000); }if(player[0] == Dale) { GiveAdvance(player[0], ADVANCE_TANK_WARFARE); }
Though it would spoil the game.  ------------------ 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." |
Savant Warlord The Mountain Empire Jul 1999
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posted January 12, 2001 12:11
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Dale - Your changes are encouraging. You might want to communicate what you are doing and what you've found with Wes as he is seeking input on what changes ot make to create a revised mod pack.------------------ 'Blood will run' |
Savant Warlord The Mountain Empire Jul 1999
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posted January 12, 2001 12:11
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Dale - Your changes are encouraging. You might want to communicate what you are doing and what you've found with Wes as he is seeking input on what changes ot make to create a revised mod pack.------------------ 'Blood will run' |
pchang King San (tres cher) Francisco Aug 1999
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posted February 09, 2001 17:22
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In that case, look at the other thread to see how to create a new strategy and inherit from that one instead. |
pchang King San (tres cher) Francisco Aug 1999
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posted February 09, 2001 17:22
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In that case, look at the other thread to see how to create a new strategy and inherit from that one instead. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 13, 2001 21:52
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Have got the diplomacy mod happening well, intertwined with Blueo's frenzy mod (See general forum for teaser readme). It is however, the ai.slc I downloaded last friday, so the script may have errors. Since I don't have a website, who wants to host the zip file for me?------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Dale Prince Melbourne, Australia Dec 2000
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posted January 13, 2001 21:52
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Have got the diplomacy mod happening well, intertwined with Blueo's frenzy mod (See general forum for teaser readme). It is however, the ai.slc I downloaded last friday, so the script may have errors. Since I don't have a website, who wants to host the zip file for me?------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Gwap Chieftain Largs, Scotland Jan 2001
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posted February 16, 2001 05:05
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Hmm, I thought the game already did that, but with the assumption that all players were called Dale 
------------------ Nostalgia isn't what it used to be |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 05, 2001 10:16
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You ought to post these files here as a mod. Its a nice addition. Couple this with the AIFrenzy, and you will have a wicked game.I had run a test Saturday in my mod with the alt Barb settings and the AIFrenzy. I went to turn 100, and the barbs were constantly popping up, so I was not only building garrison units, but also small offensive stacks for each city that needed to be stationed outside of those cities to prevent suprise attacks which stood the chance of decimating population. I also planted a city by the American border, which the Americans prompty took out a couple of turns later. They then proceeded to send a stack of 8 at my capital. I tracked it with a smaller stack - meanwhile I was scrambling to get a defensive stack in place to counter them. The whole time I also had to keep my cities garrisoned because of the constant Barb threat. I managed to get a stack of 11 up in time,and when the Americans ran into it, they promptly turned tail and retreated, even ignoring the lone units that I was throwing out as bait, which would of brought it up to my stack. It was sweet. Unfortunately, I was playing through my scenario and didn't realize the process that you need to do everytime you load a saved game in a Scenario. So I couldn't reload the game. Any idea on the PowerPoint setting in units.txt? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 05, 2001 12:12
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i havent figured out a use for powerpoints and I suspect its another holdover field from CtP1 (not sure it was used there either).I've made so many chances in other in so many files that I dont even know which ones are needed for a mod. I dont play any mods right now because I think tweaking the files has gotten me better results w/o any glaring weaknesses. I went thru and modified all the diplomatic settings so I get a more realistic diplomacy w/o SLIC. They even threatened last night to destroy my capital if I didnt stop trespassing and I've received requests to swap advances. I dont like Diplomod because of the early map swapping by the AI before they even make contact. To me thats no different than playing with fog turned off and isnt much fun. I dont like frenzy because it tended to leave cities defenseless once it started to attack me. By tweaking the files, the AI knows how to stack and unstack and last night I was invaded by over 40 units in 5 stacks. I eventually lost a city because I couldnt rush reinforcements as fast as they could. I never know which city is the target my way as I've seen the AI bypass a heavily defended city to attack a lightly defended one deep within my borders. With frenzy, the AI tended to make too many suicide attacks that did nothing but give me more vet units. By letting the game play as intended, the AI uses the matching criteria to determine whether to attack (except for the barbs who are suicidal until they start conquering cities). Without frenzy the AI is free to send armies after the barbs and to fight wars among themselves. In my game last night, even tho one civ was at war with me, I was too far away so they took the barbarian cities of Vandals and Visigoths. Its really a shame that they designed the game to turn the barbs into a civ if they started capturing cities, as I think its more fun when the barbs are rushing around attacking everyone like crazy. I have a theory that it may be the combination of the barbs holding 2 or more cities and the human player building the Great Wall that triggers their civilized behavior. I noticed last night that almost immediately after I finished the Wall that they stopped harrassing the other civs too. At which point those civs turned their attention towards me and have 2 of my frontier cities surrounded by I'm too well defended for them to attack but not strong enough to break out. I may use a limited auto update tho for the AI since it knows to upgrade its units within its cities, it doesnt know to do it in the field and they sometimes end up with huge armies of useless units. Right now I just use those armies as cannon fodder to get vet status. ------------------ History is written by the victor. |
Steve5304 Prince Racine ,WI USA Jan 2001
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posted February 17, 2001 15:27
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Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality? |
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 |
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
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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. |