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Topic: Alternative ai |  |
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OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 16, 2001 09:40
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Ahmmmm... *cough* http://ctp2.homestead.com *cough* |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 16, 2001 09:40
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Ahmmmm... *cough* http://ctp2.homestead.com *cough* |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 16, 2001 12:23
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Nasty cough you have there Omni....  The new design for your website is substantially better. ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 16, 2001 12:23
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Nasty cough you have there Omni....  The new design for your website is substantially better. ------------------ History is written by the victor. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 07, 2001 09:52
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Sounding good.I tried to link up to your site, but its not active anymore. Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too. And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct. I would guess that the lists work in descending order, as the more advancesd stuff is at the bottom of the lists, so placing trading posts before mines might make the AI bypass building them to build mines instead. Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made. My initial goal has been to implement improvements outside of Slic (as I have no ability in that area) I have sent version 1.02 to OmniGods website, and can email you the text files to look at too, if you are interested. All work will be credited in the public release. [This message has been edited by hexagonian (edited February 07, 2001).] |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 21:41
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quote:
 Originally posted by hexagonian on 02-07-2001 09:52 AM I tried to link up to your site, but its not active anymore.
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I was one of those that had something happen to my account the other night, and it was pointing to the wrong place (notice my new settler status ) I'm trying to get the link to work again but so far no luck. quote:
 Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
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ImprovementList: IMPROVEMENT_LIST_PRODUCTION { Improvement TILEIMP_TRADING_POST ## JAW Improvement TILEIMP_MINES } ----------------------- BuildingBuildList.txt: add 1 to the number at the start of the file. BUILDING_BUILD_LIST_START { Building IMPROVE_CITY_WALLS Building IMPROVE_GRANARY Building IMPROVE_BAZAAR Building IMPROVE_ACADEMY Building IMPROVE_MILL Building IMPROVE_FACTORY } quote:
 Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
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I'll gladly take a look at them, but it wont be until next week as this weekend I go to get firsthand knowledge of barbarians, i mean cheeseheads, ooops, I mean Wisconsinites  quote:
 My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
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I dont blame you on this. Every attempt of mine to code SLIC fails on my PC even tho I've been assured the same code works on other machines. ------------------ History is written by the victor. [This message has been edited by Alpha Wolf (edited February 07, 2001).]
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MrFun Prince United States, Iowa Nov 2000
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posted January 16, 2001 15:29
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Eagerly waiting for Version 2.3.  |
MrFun Prince United States, Iowa Nov 2000
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posted January 16, 2001 15:29
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Eagerly waiting for Version 2.3.  |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 22:13
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FTP site is functional again...dang case sensitivity------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 16:42
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Got a frog in ya throat Rich?  BTW, expect v2.3 (maybe v3.0 if I re-write the lot) after the weekend. I'm starting to code the full AI diplo-handling routines. In previous versions I left it to the program to handle the considerations, but now I've got the mod-skeleton I'm going to add them in. The AI diplo-handling routines will be the ones that look at the current position and force a proposal/response based on that analysis. EG. Player[a] looks at player[b] and says "Hmm, nice border-city. I'll extort that." Player[a] sends player[b] a request_give_city. Player[b] looks at the proposal and says "Hang on a second, he receives THIS bonus, and I receive THIS bonus. My bonus is less so I'll counter-request." Player[b] sends player[a] a counter-request for GOLD equalling value of CITY. Player[a] looks at player[b] and says "Hmmm...... I don't have much gold left so NO SALE!" and refuses counter-proposal. BTW, I got this routine running. It seemed like the easiest to do. Obviously, if player[b] receives a 'gift' proposal it's gunna say "Cool! Free stuff!" and accept.  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 16:42
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Got a frog in ya throat Rich?  BTW, expect v2.3 (maybe v3.0 if I re-write the lot) after the weekend. I'm starting to code the full AI diplo-handling routines. In previous versions I left it to the program to handle the considerations, but now I've got the mod-skeleton I'm going to add them in. The AI diplo-handling routines will be the ones that look at the current position and force a proposal/response based on that analysis. EG. Player[a] looks at player[b] and says "Hmm, nice border-city. I'll extort that." Player[a] sends player[b] a request_give_city. Player[b] looks at the proposal and says "Hang on a second, he receives THIS bonus, and I receive THIS bonus. My bonus is less so I'll counter-request." Player[b] sends player[a] a counter-request for GOLD equalling value of CITY. Player[a] looks at player[b] and says "Hmmm...... I don't have much gold left so NO SALE!" and refuses counter-proposal. BTW, I got this routine running. It seemed like the easiest to do. Obviously, if player[b] receives a 'gift' proposal it's gunna say "Cool! Free stuff!" and accept.  ------------------ Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Martina Settler Germany Jan 2001
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posted January 16, 2001 17:07
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quote:
 Originally posted by Dale on 01-15-2001 07:59 PM I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3

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

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Could you please let us know the bugfix for this i.e. where we need to replace the "consider" statement with the "change" statement ? I feel I can change this on my own in the 2.2 version (so no publishing of the bugfix version necessary) but I would need to know where.... Thank you! Martina [This message has been edited by Martina (edited January 16, 2001).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 08, 2001 09:53
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Thanks - Make sure you read the posts about the Mod to get an idea what is happening. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 22:57
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quote:
 Originally posted by hexagonian on 02-08-2001 09:53 AM Thanks - Make sure you read the posts about the Mod to get an idea what is happening.
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Will do  ------------------ History is written by the victor. |
Kinjiru Prince Chicago, IL USA b.02-15-99
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posted January 16, 2001 17:56
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One suggestion I would make is to take a look at the while Gift offer. Getting a free city can be a VERY bad thing.In SMAC you could cripple the AI by giving faction A a city of yours that is about to be overrun by faction B. Faction B is going to take that city, even if they are allied with faction A. You could keep doing this and always keep everyone fighting. If it is possible, I would suggest that the AI consider the diplomatic status outcome for accepting a free city. If the sender is at war with a faction that shares a border with the gift city, then the AI should probably turn down the free city offer. I have no idea what is possible through modifying the text files, so if this is too complex to implement, no big deal. It would be good to close that kind of loophole though. |
Kinjiru Prince Chicago, IL USA b.02-15-99
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posted January 16, 2001 17:56
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One suggestion I would make is to take a look at the while Gift offer. Getting a free city can be a VERY bad thing.In SMAC you could cripple the AI by giving faction A a city of yours that is about to be overrun by faction B. Faction B is going to take that city, even if they are allied with faction A. You could keep doing this and always keep everyone fighting. If it is possible, I would suggest that the AI consider the diplomatic status outcome for accepting a free city. If the sender is at war with a faction that shares a border with the gift city, then the AI should probably turn down the free city offer. I have no idea what is possible through modifying the text files, so if this is too complex to implement, no big deal. It would be good to close that kind of loophole though. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 21:32
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Martina:The AI wasn't changing it's diplomatic strategy. It considered it but didn't change it. Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState. Kinjiru: At lunch I drew up some flowcharts to map the flow of diplomatic proposals and what to check (on paper of course). Pity I got beetroot juice all over it. Anyways, I thought of just that problem you mentioned. I figure it could be overcome if CityToExtort is within 10 squares of OwnCity which would make the city a border-city. That way, at least it has a fighting chance of getting defense there quickly. If you take into account the reality of supply problems, you don't want to accept a city that is too far from your borders, or on another island totally. I think this simple measure could simulate that. Any suggestions anyone? ------------------ Author of Diplomod. The mod to fix diplomacy. Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Dale Prince Melbourne, Australia Dec 2000
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posted January 16, 2001 21:32
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Martina:The AI wasn't changing it's diplomatic strategy. It considered it but didn't change it. Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState. Kinjiru: At lunch I drew up some flowcharts to map the flow of diplomatic proposals and what to check (on paper of course). Pity I got beetroot juice all over it. Anyways, I thought of just that problem you mentioned. I figure it could be overcome if CityToExtort is within 10 squares of OwnCity which would make the city a border-city. That way, at least it has a fighting chance of getting defense there quickly. If you take into account the reality of supply problems, you don't want to accept a city that is too far from your borders, or on another island totally. I think this simple measure could simulate that. Any suggestions anyone? ------------------ Author of Diplomod. The mod to fix diplomacy. Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 09, 2001 09:11
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Hey, have a good trip...Don't hit any deer, or my brother-in-law! |
Howie Settler Madison, WI Oct 1999
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posted February 13, 2001 11:49
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I rarely post, but I have not seen this issue addressed, or I may have missed it. I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet. Here are examples of setting in DiffDB from Alpha. Beginner= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 Impossible= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels. The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING! I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name. Has this been covered before? Am I missing something? ------------------ -- Red Eyed Civer (Dooh! It's 4:30AM again!) |
Martina Settler Germany Jan 2001
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posted January 17, 2001 02:21
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quote:
 Originally posted by Dale on 01-16-2001 09:32 PM Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState.
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Thanks a lot, Dale! I did exactly that (in the 'BeginTurn' routine, changed from 'ConsiderDiplomaticState to ChangeDiplomaticState in total 3 times), however still I can get each and every city I request from others (independent from the tonality of my request). Did I miss something ? Martina
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Martina Settler Germany Jan 2001
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posted January 17, 2001 02:21
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quote:
 Originally posted by Dale on 01-16-2001 09:32 PM Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState.
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Thanks a lot, Dale! I did exactly that (in the 'BeginTurn' routine, changed from 'ConsiderDiplomaticState to ChangeDiplomaticState in total 3 times), however still I can get each and every city I request from others (independent from the tonality of my request). Did I miss something ? Martina
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Changmai Beagle Chieftain The Great White North & warmer climes Oct 1999
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posted January 17, 2001 22:35
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Dale, I'm having some trouble with your mod. I'm getting an array out of bounds slic error as soon as I startup. I'm also running Frenzy v1.03. Maybe I'll just wait until v. 3.0 and re-try. I unzipped into install, but the files were in a 'default' folder, so I copied them over their namesakes down a couple of levels. Maybe I missed something.P.S. Is there a way I can set this up with Frenzy as a scenario, and leave the base system alone? |
Changmai Beagle Chieftain The Great White North & warmer climes Oct 1999
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posted January 17, 2001 22:35
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Dale, I'm having some trouble with your mod. I'm getting an array out of bounds slic error as soon as I startup. I'm also running Frenzy v1.03. Maybe I'll just wait until v. 3.0 and re-try. I unzipped into install, but the files were in a 'default' folder, so I copied them over their namesakes down a couple of levels. Maybe I missed something.P.S. Is there a way I can set this up with Frenzy as a scenario, and leave the base system alone? |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 14, 2001 18:05
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It was my assumption that the settings were based on how much something costs for the AI - A lower setting (say 0.7) means that the cost of an item is only 70% to the AI as it is to the human player.Alpha - any input on this, especially if the AI generally dies out after a certain period of time, based on ranking? Howie Could you post your settings? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 15, 2001 02:42
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quote:
 Originally posted by Howie on 02-13-2001 11:49 AM I rarely post, but I have not seen this issue addressed, or I may have missed it. I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet. Here are examples of setting in DiffDB from Alpha. Beginner= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 Impossible= # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels. The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING! I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name. Has this been covered before? Am I missing something?

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I'd be interested in seeing what numbers you use also. There was a thread awhiles ago that talked about these numbers. I went by the concepts there and changed the numbers until I achieved my goals of the AI always outproducing me, and it seems to catch up when behind, and its hard for me to catch up science wise. The last game I played is on 1700 and I'm behind by 4-6 advances, and havent been able to catch up. We all have about the same number of cities, so I achieved my goal but that doesnt mean I'm using the the most efficient numbers. So much of moding is nothing but trial and error. ------------------ History is written by the victor. |
Dale Prince Melbourne, Australia Dec 2000
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posted January 18, 2001 01:04
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To those who have errors with my diplomacy mod, sorry bout that. Here's my suggestion. Instead of me spending time bug-fixing v2.2, I'll continue with v3.0. I now have the AI's swapping maps, advances and peace-treaties. Alliances are a little more complex to work out. I'm basing alliances on a combined overall rating of the two civs, whether they're at war or desire war with the same civs, and regard is fairly high. Now to get that part of the script running.So question for you guys: Do ya want me to bug-fix or continue till I get a v3.0 alpha for you to play with?  ------------------ 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 18, 2001 01:04
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To those who have errors with my diplomacy mod, sorry bout that. Here's my suggestion. Instead of me spending time bug-fixing v2.2, I'll continue with v3.0. I now have the AI's swapping maps, advances and peace-treaties. Alliances are a little more complex to work out. I'm basing alliances on a combined overall rating of the two civs, whether they're at war or desire war with the same civs, and regard is fairly high. Now to get that part of the script running.So question for you guys: Do ya want me to bug-fix or continue till I get a v3.0 alpha for you to play with?  ------------------ 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." |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 18, 2001 01:53
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i'm not much for temp fixes, so my vote is 3.0------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted January 18, 2001 01:53
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i'm not much for temp fixes, so my vote is 3.0------------------ History is written by the victor. |
Tjoepie Settler Belgium Nov 2000
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posted January 18, 2001 05:19
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Same for me , ... and keep up the good work Dale !Thanks! |
Tjoepie Settler Belgium Nov 2000
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posted January 18, 2001 05:19
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Same for me , ... and keep up the good work Dale !Thanks! |
GreatDane Settler
Jul 1999
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posted January 18, 2001 12:49
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One annying thing I noticed in the diplomod is that when I exchange an advance with the AI for gold I do not get any gold. I think they got my advance so they cheated.  I don't know if this is a bug in the game or in your mod cause I never tried exhanging advances for gold with the AI before. Maybe it is just my version or something so I would like to have it confirmed. Otherwise I will have to reinstall the game/mod. Keep up the good work. Looking forward to v. 3.0 GreatDane |
GreatDane Settler
Jul 1999
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posted January 18, 2001 12:49
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One annying thing I noticed in the diplomod is that when I exchange an advance with the AI for gold I do not get any gold. I think they got my advance so they cheated.  I don't know if this is a bug in the game or in your mod cause I never tried exhanging advances for gold with the AI before. Maybe it is just my version or something so I would like to have it confirmed. Otherwise I will have to reinstall the game/mod. Keep up the good work. Looking forward to v. 3.0 GreatDane |
Calphor Settler Columbus, OH, USA Dec 2000
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posted January 18, 2001 13:29
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The advance for gold bug is part of the game not the diplomod. Hopefully it's something that can be addressed by future patches.Thanks for the great work on the mods everyone! |
Calphor Settler Columbus, OH, USA Dec 2000
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posted January 18, 2001 13:29
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The advance for gold bug is part of the game not the diplomod. Hopefully it's something that can be addressed by future patches.Thanks for the great work on the mods everyone! |
Dale Prince Melbourne, Australia Dec 2000
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posted January 18, 2001 19:24
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Yeah, the advance for gold exchange ain't my bug. But the "array out of index" bug is. I know what it is now. It's when the "player[DIP_civx]" variable goes out of the amount actually there. Basically, the script trys to make a call to a player number that isn't there. I did a quick test on my machine and found that changing:DIP_NumOfPlayers = Preference("NumPlayers") + 5; TO DIP_NumOfPlayers = Preference("NumPlayers"); fixed the problem. Of course, if you're in a saved game you need to reload SLIC (either through the chat dialog or the cheat menu). Just on version 3.0, I had an interesting test last night. Started a hard - small map game (so contact is made quickly). Found the Greeks about turn 5. They immediately demanded my capital. Over the next ten turns they demanded my capital 3 times, and on the last one threatened war. I rejected all of them, they declared war and sent their army at me (which consisted of a hoplite and a warrior). He beat me as I only had a warrior in my captial. The other was getting ruins. This was all within 30 turns. So how's that folks? I just don't know if it was an isolated incident. ------------------ 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 18, 2001 19:24
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Yeah, the advance for gold exchange ain't my bug. But the "array out of index" bug is. I know what it is now. It's when the "player[DIP_civx]" variable goes out of the amount actually there. Basically, the script trys to make a call to a player number that isn't there. I did a quick test on my machine and found that changing:DIP_NumOfPlayers = Preference("NumPlayers") + 5; TO DIP_NumOfPlayers = Preference("NumPlayers"); fixed the problem. Of course, if you're in a saved game you need to reload SLIC (either through the chat dialog or the cheat menu). Just on version 3.0, I had an interesting test last night. Started a hard - small map game (so contact is made quickly). Found the Greeks about turn 5. They immediately demanded my capital. Over the next ten turns they demanded my capital 3 times, and on the last one threatened war. I rejected all of them, they declared war and sent their army at me (which consisted of a hoplite and a warrior). He beat me as I only had a warrior in my captial. The other was getting ruins. This was all within 30 turns. So how's that folks? I just don't know if it was an isolated incident. ------------------ 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." |
Changmai Beagle Chieftain The Great White North & warmer climes Oct 1999
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posted January 18, 2001 20:16
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I'll probably wait until version 3.0 so that's my vote. (But just in case - in which files would I change the numplayers and the considerdiplo.... statements?) P.S Thanks for all the effort. Sounds good and I look forward. P.P.S It might be a while before you see any mods from me, being a beagle of little programming ability. For example. I was trying to do a bit of tweaking the other day and couldn't figure out why I was crashing. Then I realized I had left Net Nanny on and she had edited out all the "naughty bits", like "bomb_cabinet". |