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Topic: Tentative Project - Part Three |  |
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XMon Chieftain Tampa, Florida Sep 2000
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posted December 11, 2000 13:11
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A couple more thoughts...If there are no new sprites in the WWII scenario then they may as well just keep it as far as I'm concerned. Wes, would you consider having the militia units be one step behind the current defense unit? Militias tend to be more along the lines of armed citizens and thus would not have state of the art weaponry. If you just discover machine gunners then all your cities get infantry militia etc. How about losing the "City Wall" graphic in the modern age? You can keep the defense bonus effect but a wall surrounding a modern city looks weird. I know you had concerns about the tech tree in Med Mod 4 causing the game to be unstable but I must say that my last few games of MM4 were quite stable. Why? Don't know really. It had Gedrin's latest version of the Dissemination Trigger (better alternative to auto upgrade IMHO), and I removed rail launchers and a few futuristic units. No crashes at all. I do hope you include an enhanced tech tree. The default tree is a mess. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 11, 2000 13:27
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quote:
 Originally posted by wheathin on 12-11-2000 10:22 AM To keep the AI in the game (or help a straggling human), Harlan's got some good ideas (catch-up wonder, etc.) Here's more:1. The tech-sharing from CtP1 MedMod 2. See my thread on upgrading obsolete units 3. Bigger DiffDB.txt bonuses for AI in late game 4. Increase the odds that AI starts with two or more settlers (can the AI start with three?!) 5. SLIC: every wonder increases the rate of tech diffusion from the civ that builds it? Each wonder attracts tourists and pilgrims - it enhances tech transfer from that advanced civ as the pilgrims return home. I.e., each wonder functions as a Great Library in reverse. 6. Feats of Wonder geared towards the AI? We tend to want feats of wonder that reflect our own building styles, but surely there are AI play strategies that could be rewarded. First to move a unit into and out of the same city for 20 turns in a row. Seriously though, there's gotta be something... 7. One wonder per age per player
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It may be easier to adjust the penalty given the human in the diffdb than to try and slic a bunch of stuff to help the AI. Btw, the feat of wonder proposal is hilarious. I am getting worried about having to use slic for any and every adjustment we want to make to the game. I am going to try and find other means to solve problems whenever possible, and save the slic for big things that can't be addressed any other way. Also, I have found out how to implement Harlan's new city styles into the game. I am going to wait about adding the Industrial age for now, unless Harlan or someone else figures it out, then I would be happy to drop it in the mod. I started a new game last night to test out the city styles, and it was immediately apparent that setting wages to a base of 12 was too high. Therefore, I have set them to a base of 8 with each notch changing the level by 2, which is midway between 12 and the original setting of 4. This should give good results, and we can tinker with building settings to further refine things. I also reduced the base workday from 10 to 8, with each notch representing a change of 2 hours. This was what things were in Ctp1. Unit, building and other costs are going to be changed in the mod anyway, so we can adjust them to fit this new setting. Finally, if someone would change the necessary text files so that each pop only worked an average of one tile in the first radius, I will put this in the mod, and see if helps address the issue of cities growing too fast early on in the game. I think the settings are in strategies text, but I could be wrong. If you do send me something, please specify what changes you made to which lines. Btw, can anyone confirm or deny colorme's statement that the Min and Max ahead and behind bonuses are applied linearly throughout the game, rather than being triggered either on or off when the AI crosses the specified threadhold? This is a big deal. Most of the time here has been spent discussing military units, which I enjoy as much as anyone, but we need to get these "domestic" issues of growth and production nailed down first, as well as getting building and tile improvements cost-to-benefit ratios evened out.
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wheathin Prince Charming Apr 99
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posted December 11, 2000 14:33
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Food issues:For initial city growth, if there is not a net positive amount of food in the first 8 squares + center, the city can't grow. So, if you give certain types of terrain *negative* food values, you might be able to tailor better which terrains will support cities? I.e. give tundra a negative value high enough so that if a city has 4 tundra squares adjacent to it, it just can't grow at all, no matter what kind of land it's on. After all, any city located near that much tundra is just too cold - odds are it's nearby beaches, climate, forests, etc. are too hostile to support a multi-million pop city... BTW: Is the mod gonna end up changing everything back to the CtP1 values? Just curious - it seems that's where we're going.
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colorme Warlord
Nov 2000
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posted December 11, 2000 15:10
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Wes,In DIffDB, I read a comment line which talked about the interpolation business, and hence my suggestion. Also, I mentioned this in some other thread, that in most CTP2 games I've played, the AIs seem to have huge ups and downs in their power graph, often over just a few (50 or so) turns. It isn't clear to me why this should be so. I usually end up with a pretty linear power graph, usually with minimal downs. Do the AI do badly because they fight with each other a lot? But then, given that they're incapable of a massive attack, whereas their defense is pretty good, the huge ups and downs in power don't seem right. Anyone have a clue about this?
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wheathin Prince Charming Apr 99
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posted December 11, 2000 15:20
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The powergraph is highly weighted to military units. It could be the AIs are building large armies and then having them destroyed in combat. It could be that the same few cities keep changing hands. Or, it could be that once an AI takes a few cities, it is willing to let a victim make peace. Later, the victim regroups and takes back its losses.Solutions? Generally, the AIs have to be more willing to go for the kill - if an enemy is down, keep kicking them. The little nickle-and-dime attacks are wasteful and don't get much payoff for the invested time and production. |
lago King King King King Ace Nov 1999
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posted December 11, 2000 15:23
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A lot of AI civs build massive armies, and there's no retreat option for them. So when it's 12 against 12, and the battle goes down to the last hit point, that can show up pretty clearly in the graph.Just a guess. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 11, 2000 21:58
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I'm having fairly good results with lowering the initial production values of a city. Under the current production model, a new city gets the full production of its tile, plus a city bonus, plus 1/8 of of the surrounding area. I cut the city bonus to 5f-10p-10g. This seems to greatly slow the growth of cities. I also gave snow and desert tiles 0 food. I'm also playing with the way the AI decides where to settle so that they wont start cities that cant be supported. You can also determine how closely the AI packs its cities. A major prob i saw was that AI cities would grow rapidly but then stagnant as multiple cities tried to share the same tiles.------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 11, 2000 22:02
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Also, I mentioned this in some other thread, that in most CTP2 games I've played, the AIs seem to have huge ups and downs in their power graph, often over just a few (50 or so) turns. It isn't clear to me why this should be so. I usually end up with a pretty linear power graph, usually with minimal downs.Do the AI do badly because they fight with each other a lot? But then, given that they're incapable of a massive attack, whereas their defense is pretty good, the huge ups and downs in power don't seem right. --------------------------------------------- I've noticed this in my graph after losing major battles, or the lose of a city, especially a powerful one containing one or more wonders. BTW, I have been attacked by a stack of 8 which totally caught me by surprise. ------------------ History is written by the victor. [This message has been edited by Alpha Wolf (edited December 11, 2000).] |
Daniel Frappier Prince Montreal, Quebec, Canada b.02-15-99
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posted December 11, 2000 22:16
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Hi,Taken from DiffDB (Impossible) ---------------------------------------------------- AI_MIN_BEHIND_PERCENT 1.8 AI_MAX_BEHIND_PERCENT 0.8 AI_MIN_AHEAD_PERCENT 2.0 AI_MAX_AHEAD_PERCENT 3.0 AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.5 1.5 1.3 1.3 1.1 AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.9 0.9 0.9 1.0 1.0 ---------------------------------------------------- wich means i believe: if the AI is rated at 3 times or more the strenght of the human then use AI_MAX_AHEAD_GOLD ==> the AI will have a 10% penalty for gold. if the AI is in between 2 and 3 times the strenght of the human then AI_MIN_AHEAD_PERCENT is use ==> no bonus or penalty. if the AI is in between 1.8 and 2 times the strenght of the human then nothing special. if the AI is in between 0.8 and 1.8 times the strenght of the human then AI_MIN_BEHIND_PERCENT is use ==> no bonus or penalty. if the AI is less then 0.8 times the strenght of the human then AI_MAX_BEHIND_PERCENT is use ==> the as a 50% bonus for gold. It's the same principle with Science & Production. Me to i have won the first game i played (at impossible) but like i mentionned to WesW before, the AI is not as bad as it looks but with those settings it simply can't and will never compeat with a human player. In my game I play with: ---------------------------------------------------- AI_MIN_BEHIND_PERCENT 1.5 AI_MAX_BEHIND_PERCENT 0.85 AI_MIN_AHEAD_PERCENT 1.5 AI_MAX_AHEAD_PERCENT 2.5 AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.1 1.25 1.4 1.55 1.7 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.4 1.6 1.8 2.0 2.4 AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.05 1.1 1.15 1.2 AI_MAX_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 ---------------------------------------------------- and something similar for science & prod and the AI do LOOK much better. |
Celestial_Dawn Prince Kuala Lumpur, Malaysia Apr 99
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posted December 11, 2000 23:15
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Thank you Daniel. Based on what I've seen of DiffDB I am in agreement with your observations.Wes, the scope of your mod looks great! I am in agreement with Harlan however as far as the "less is more" approach - minimalist changes are better in this case if the timeline isn't going to be extended. CtP timeline seems to have a lot more turns, so adding one or two units here and there shouldn't be problematic. However, you're talking about lots of new units ... it'd be better I think to start with a few, and then scale the timeline up progressively as you add more - and only if necessary ... don't want game to be too long. And my humble suggestion - perhaps basic game balance should be addressed first before worrying about adding new units ... That said, can't wait  And sigh - anyone know where I can find a tech tree? Scanned? I don't have a foldout, and it'll save me having to reconstruct the entire tree by hand ... [This message has been edited by Celestial_Dawn (edited December 11, 2000).] |
lozina Settler Mt. Kisco, NY USA Mar 2000
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posted December 12, 2000 00:35
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about cities growing too fast- i think i made modified by files just the way i like it... firstly- i reduced the percentage of plains and grasslands and included more inhospitable terrain like deserts and white tiles. then i made deserts, mountains, white tiles and sea tiles negative food value (except beaches and shallow water which gives 0-- i hated the huge megalopolises on a shore of a barren wasteland) but when u add nets you start getting food from water tiles. makes sense dosent it? by that same token- i made plains give 0 food and grasslands only 5. jungles & swamps give 10 food and forest i raised production. why do jungles give 10 food and plains 0?? well- think about it- a plains by itself is just grass. unless you're a buffalo its not useful to you. so in order to get food from plains you must have farms. so now i dont have huge cities growing in some barren plains with no farms- with original model i can get a size 30 city WITHOUT any farms in plains and i found that quite ridiculous. but now- my cities grow much much slower- but more realistically. if you work on a city with improvements and such you can get a nice size 12 in the early age- otherwise if u neglect it- you'll only get maybe a size 4. it really does work great for me. another thing i hated was how advances are researched so fast. by time i discover fighters and a few turns after i build my first fighter i get the intercepter technology. thats just silly. well good luck! |
wheathin Prince Charming Apr 99
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posted December 12, 2000 09:36
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Another AI-heleper idea that doesn't require SLIC: how about giving the capitol improvement a few extra bonuses, such as a city-wall benefit? This has to help the AI, because how many human players lose their capital in a game? And having or losing the capital is such a huge blow...Perhaps also, to mimic the extra size of the capital, (as the seat of government, court, etc.) the capital could get a food or gold bonus? |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted December 12, 2000 10:34
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quote:
 Originally posted by Celestial_Dawn on 12-11-2000 11:15 PM And sigh - anyone know where I can find a tech tree? Scanned? I don't have a foldout, and it'll save me having to reconstruct the entire tree by hand ...
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phenyl Settler Vancouver, BC Dec 2000
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posted December 12, 2000 17:40
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lozina: the thing with having specific country style units in world war 2 is that they are going to be very similiar in game play. maybe there should be a different sprite loaded for units with maybe a small amount of tweaking stats. depending on the civ who owns them? the idea about limiting unit production to cities that have specific advances is really good. something like that was done in the end game of ctp1, so for sure it is possible!re:fire. that is a great idea. i suspect that it would invovled slic, but having fires (set or otherwise) as well as other natural disasters triggered randomly would mix up the game a bit. they (i am thinking earth quake) could affect terrain, cities and improvements too!! pillboxes would basically mix tile improvements with unit abilities. ?? the only way i know of doing this is locking a unit to one location. the auto-defenders in cities that would die when moved are a good example. not really what you are suggesting as you could even hear them die when you moved em  xmon: your ideas are very good. the idea of tweaking combat strategies (flanking, etc) is good. this could also be used to introduce combined arms tactics if it were reliable.. (modern units working better together than seperately) ship to ship combat seems like a pirate kind of thing to me esp the potential to damage/lose the ship, etc, potential gain cargo (gold), etc... pirates could be a barbarian only unit, along with other "anarchy" types (bandits, etc..) wesw: i think it is a very good idea to pre-package the sprites ahead of time. even going so far as to pre-define empty sprites that have redundant graphics for later extension ... (free variables) if its that much easier to package at once..... this would also allow for a degree of flexibility if people were ever going to try and combine mods.
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lozina Settler Mt. Kisco, NY USA Mar 2000
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posted December 12, 2000 18:21
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phenyl- on limiting unit production to cities with necessary buildings- i was fooling around the alexander the great scenario included in the game and have found it does something similar. the scenario has specific cities allowed to make the triremes... these cities were predetermined by the creator. I've been studying the code and am trying to modify it so instead of checking for specific cities- it checks if the city has the buildings required in order to build that unit. if i can get it to work ill need help with a rational and realistic 'requirement tree' for units in the game (i.e. maybe in order to build a caravan that city needs a bazaar, catapults require mill and academy? etc..) ill let you know if i get lucky and it works! |
wheathin Prince Charming Apr 99
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posted December 12, 2000 18:54
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Pill boxes would only work if you gave them a ranged attack. That way, they could be immobile, yet still have an attacking ability. Hmmm.... They'd be like forts with a catapult inside. |
Dark Schwa Settler
Nov 1999
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posted December 12, 2000 20:07
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quote:
 Originally posted by jkadabomb on 11-24-2000 04:10 PM Actually Youleus Republic came before theocracy, the ancient greeks and romans had replubics setup.
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Egypt and Babylon were both theocracies. |
Bubba Chieftain
b.02-15-99
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posted December 12, 2000 22:51
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How about a general unit similar in effect to "alexander" (as described in the Great Library) in the included scenario (which unfortunately I haven't played fully). This unit would make all those in a stack veterans and might also have some other sort of use. This unit might be tied into a government type (Republic = Classical General and Democracy = Modern General). Just a thought.I also really like the idea of tying certain special units (e.g. the legion) to city improvements or wonders. It is something which gives you a sense of achievement and separates you from the other civs. Perhaps the building of this type of unit could be a feat of wonder as well? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 12, 2000 23:25
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I agree, i like the concept of a "general". But I also miss the barracks from Civ2. OOOPS, bad me, I crossed game lines  |
lozina Settler Mt. Kisco, NY USA Mar 2000
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posted December 12, 2000 23:59
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anyone know where i can get class definitions for their game? it would be even nicer if they were like quake 3 and released source code  |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted December 13, 2000 09:24
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Re: Pill boxes. SLIC can make pillboxes possible: you can allow a unit to attack but forbid it to move, so it can attack normally like all units but after it wins a battle it will stay in place and not move to the tile of that it attacked.Re: limiting production to buildings. SLIC can do this too. I think there's a function HasBuilding in the game that you can use to check if the city in mod_CityCanBuildUnit has (a) certain building(s). For wonders a similar thing applies, although there's no standard function to check this: a work-around has to be made (which is exaclty what I did for the wonder-enabled units Wes described earlier). |
Martock Warlord Greenville, SC USA Apr 99
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posted December 13, 2000 09:46
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Wes,i've been doing some thinking about the use of the old CTP hover tank and space marines and had this little thought bubble burst in my head...could we take them and make them underwater units instead?? i've been toying with the idea of undersea battles that don't just deal with subs. since the old space marine is wearing bulky armor i thought it might be cool to see if it could be made an underwater unit. something that would be able to capture underwater cities and wage war but have no real affect on surface vessels. i don't think the units should be able to pirate or attack any surface vessels (though i guess it is possible) and i defintely would not think they could operate on dry land. do u think this would be possible? |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 13, 2000 16:23
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Daniel, IIRC you said onetime that the game took the surplus food a city had, multiplied it by 75, and used that answer to calculate the city growth in people? I think the 75 setting is in the diffdb (I don't have my notes with me). If so, reducing this number is how I want to slow down city growth, along with reducing the tiles worked from 1.25 to 1 for the first radius. This way, terrain types would keep their values relative to one another, as would tile improvements. There would be no need to try and juggle the settings of dozens of things when you could simply adjust the base factor of the one thing that they all are used to calculate; the pop growth rate. (This refers to terrain changes beyond those I have already proposed.) Cities would still grow on the same places they do now, except at a much slower pace without TI's. Once everyone tries this approach out, I think they will like it. Specific terrain settings will be given in the terrain sheet of the Med charts spreadsheet. And, if things still seem out of whack, we can easily reduce the food from certain terrains.Btw, at this point, I think I am going to post two separate portions of the Med mod II. One portion will simply have all the proposed new units for people to look at, ala Harlan's WWII pack. The second will be the first beta, and will contain all the changes to terrains, TIs, improvements, growth, etc. There will be more than enough in these areas to evaluate without adding the units as well. For the time being, I want to restrict discussion to these "non-military" aspects of the game, since this thread is going almost too fast for its own good (Martock, if you can find an earlier post of mine listing the new units, you will see that I plan to implement some of the same things you thought of). |
Pintello Warlord Deland, Florida b.02-15-99
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posted December 13, 2000 17:08
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Hi Wes,Check out the "Add Lakes and Beaches" Thread. Someone over there has figured out how to add or remove beach Terrain tiles as a Terraforming option. This might be a good thing to add to your MedMod2. Especially if you can teach the AI how to use it correctly. This seems to resolve the problem of not being able to build canals or to reclaim land from the sea a la the Netherlands. The only catch with this fix is that it does not work with rivers correctly. But if you don't try to add land at the end of a river or a beach where a river already is, you shouldn't see any problems. Even if you do, apparently the problem is merely estetic in nature anyway. Regards, Timothy Pintello |
Harlan ctpmaps.apolyton/harlan Berkeley, CA, USA b.02-15-99
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posted December 13, 2000 18:31
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Wes, about this discussion moving too fast. I think your mod needs its own forum section, so people could keep things straight. All one would need is to look at the "units" thread to see what's been said before. Much better than these huge 100+ threads that take forever to load.About terrain, I agree that changing one value is best, but I also think there needs to be some relative changes on top of that. I'd like to see what should be the really poor terrain less attractive in relation to the good stuff. So both you and the AI don't feel inclined to build to cover every single tile to beat the other civs to it. And if someone does build a city in a totally stupid spot, it should starve to death. For instance, have glacier actually have negative 5 food, so if you build a city on a large field of glacier it should die in short order. Historically, there has never been even a village built on glacier- it would soon be ground into bits since glaciers are rivers of ice. Duh. Nor should one build any kind of tile improvement on that terrain- its a slowly moving river of ice crushing all in its path! Other places like Desert should have food growth of 0. Its a friggin' Desert for crying out loud! Also, if I'm not mistaken, I vaguely recall that at least according to CTP1's text files the AI uses different criterion to determine where to build cities. Some weight for terrain attractiveness, some for strategic location. I think it should be tweaked more towards terrain attractiveness. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 13, 2000 19:03
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I think its in the strategies.txt that determines whether the AI will build a city. Unfortunately I dont have the files with me right now but I think it was setsettle or something like that for each type. But I couldnt figure out exactly how that number was calculated altho I suspect it has something to do with terrain values in terrain.txt. I fiddled around some and have noticed a big improvement on where the AI settles but I havent tested it enough to know whether its coincedent or if my changes actually worked. I think the AI looks at a 2 tile radius then adds up all the terrain values. If its greater than the setsettle, it builds a city, otherwise moves on.------------------ History is written by the victor. |
Depp Prince Luleå, Sweden b.02-15-99
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posted December 14, 2000 06:30
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Wes and Harlan: if you change the standard growth multiplier then everything is scaled down, which will have farm still being useless. Not a good way, maybe to combine with land changes like harland said. Building a city isn´t just "place it anywhere and it will grow", but should take some planning etc. Now most terrain is just the same. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 14, 2000 18:13
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I have reduced the city growth rate from 75 to 60 in the citysize text files, a 20% reduction. I will start a couple of games shortly to see how this affects the game. As far as cities dying, I think there are precedents for settlements that exist on almost any terrain, at least small ones. Greenland and the Sahara Desert come to mind. Settlers cost 740 currently. I will go into the terrain text, and reduce the city bonus from 10/15/15 for food/prod/gold to 10/5/5. This approximately equals the amount of PW it would take to give those bonuses to a terrain square. I am leaving the food bonus the same so that you can found a city on Desert or other terrain with no inherent food value, and have it survive at size one if the surrounding terrain has an average of 2 food per square (say a city founded on Desert along a sea shore to get access to a good). I think Depp mis-interpreted the effect of reducing the food multiplier. The effect of food TIs in Ctp2 is doubled from what it was in Ctp1, and my change will not affect their increases in production compared to un-improved terrain. Cities will simply grow at a 20% slower rate. I think perhaps the biggest change you will see on these "glacier" cities will come from eliminating the production from beach tiles. If you want anything much built in these cities, you will have to rush-buy it.I have also reduced the env score (the sum of which has to be at least 600 for the 21 squares around the city) of beach and other terrains to match their reduced production. For Beach, the reduction is from 90 to 50, which means the AIs will be much less likely to choose terrain with nothing else going for it other than coastline. Lastly, I have increased the max number of citizens by 2 for each radius size, and I will look at changing any other numbers so that a pop only gathers an average of one tile's resources. On another topic which hasn't been covered in a while; building costs and effects. I have set Food, Commerce, Science, Production, Crime, and Pollution improvements to cost 1 gold per pop for maintenance, and set the upkeep cost to zero. The effects of these improvement types I have set to a uniform 20%, except for Pollution, which I set to 40%. The construction costs I have generally left alone. This means that the maintenance cost and commerce effects of a Bazaar and a Bank are going to be the same, but the Bank will cost more to build. Ideally this increased cost will parallel the growth in produciton capacity of cities as the game progresses. This is going to have a huge effect on gameplay and choices, and we will have to do a lot of studying to balance this new approach, an approach which I feel is much closer to the real world than the old system. I want to get the militia triggers into the mod for the initial release, since not having to build that initial garrison unit will have significant effects on game flow. The other triggers can wait for now until we get these domestic issues adjusted. Finally, I will adjust the goals in the strategies.txt to bring about some improved AI behavior in exploration and military conduct, among other areas. There will be no new units nor changes to unit settings in this initial release. Once I get these areas taken care of, I will start another thread for military aspects of the game. In it I will try and detail my theories and setup for standard units, and note some interesting things that I have found while going through the units.txt (Did you know Pikemen now have a bonus against mounted units?) Yesterday I modified the Med charts to list all the proposed standard units, and added a new age strictly for wonder units. Once I get a new website, I will begin posting these charts so that people can see things laid out at one time, rather than having to get bits and pieces from the posts here. |
lordmoore Settler Indianapolis, IN,United States Dec 2000
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posted December 14, 2000 22:48
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While you are making all of these changes, can you fix the farming TI's? In CTP 1 you couldn't place a farming on a tile that wasn't adjacent to water...this limit has been removed. [This message has been edited by lordmoore (edited December 14, 2000).] |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 15, 2000 01:28
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I say let farms be built anywhere. i know many farmers that are very far from major rivers. This also allows major cities in mid continent. Best case scenario would be for farms close to water to produce more than those not near water. ------------------ History is written by the victor. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 15, 2000 01:41
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Well, actually I like this change, since most irrigation water comes from wells rather than open streams or rivers. Also, with the old way you usually irrigated from oceans, and that's ridiculous when you think about it. This new method should also help the AI, who often couldn't tell how to wind a path from a river or ocean inland several squares to an inland city (think Denver).I am posting so soon becauseI have been working all night on some things. Did I mention that my exams are finally over, and I am going on a trip Saturday morning which will probably last at least a week, during which time I will not be able to play Ctp2 or upload graphics files to my new, soon-to-be-announced website? (No, I don't really expect you to answer.)  I have been working on the citysize files, which were really screwed up. If some of you have been keeping track of city production beyond 18 workers, you may have noticed some readings which didn't seem to make sense. Well, that's because they in fact didn't make sense. The number of tiles in the city's vision, which should have matched the number of tiles being worked, did not in fact match each other. Basically, the programmers forgot to include the size 3 settings, and you went from working 21 tiles with 18 workers, which was how it should be, to working 45 tiles with 32 workers. The max worker settings were messed up from size 3 on as well. I find it very hard to believe that the settings were intentional, even though there was something of a pattern to it. I remembered from the beta-testing that there used to be no size 0 that flashed when a city was founded. I think that the screw-up might stem from that late addition. Anyway, here are the new pop ranges for the various city radiuses: 1-8, 9-20, 21-36, 37-44, 45-56, 57-68 The max number of tiles worked for each radius is one more than the max pop, so that each pop collects an average of one tile's rsources, plus the city tile. Ideally, it would go 20-32-44, but there is a hitch in the geometry that can't be avoided at that point. You can go 20-28-44 if you want. Any opinions on this? To compare, the old system of max workers and max tiles actually worked for each radius was: 6:9, 18:21, ____ ,32:45, 46:57, 60:69 |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 15, 2000 02:40
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If I might make one more suggestion, cut down the output from specialists. In CtP1, it was 10, but in CtP2, its 20 and 30s. Thats makes specialists far, far more productive than the combined output of any unimproved tiles and that seems to be contributing to the massive growth of AI cities. When I captured them, I always notice that it has many farmers.I wonder about your city bonuses. In my playing, I've done just the opposite. I've lowered the food while leaving prod and gold higher. The reasoning being that if land has a building on it, its hard to grow food there. However, cities by default will create a certain amount of production and commerce just from daily activities. Plus I found that when I lowered prod even the slightest, it took forever to build anything unless the city was in a great location. And lowering the gold caused huge delays in discovering new advances. BTW, are you going to include the terraforming to/from beaches? I havent had any bugs yet, except that when first completed, if under fog, it'll look funny, but looks perfect as soon as a unit removes the fog. ------------------ History is written by the victor. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 15, 2000 03:05
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Before I forget again, have you found a way to get some gold directly for the city that has a good within it immediate parameter? I was thinking that if a city is directly next to say cotton, it should get some increase in gold from it. But after various testing, it seems that goods only generate gold if traded. In CtP1, I modified some goods to also give prod or food depending on the good. Is this possible in CtP2?------------------ History is written by the victor. |
Colonel Kraken Chieftain Grand Rapids, MI Nov 2000
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posted December 15, 2000 09:07
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It seems there are no triggers in the goods.txt to account for increases in production and food. I was disappointed about this too.Perhaps someone knows of some triggers we can use that Activision decided not to use, but are still available. |
Pintello Warlord Deland, Florida b.02-15-99
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posted December 15, 2000 09:57
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Hi Colonel Kraken,I haven't looked at adding Gold, Production, and Food to goods in CTP2 yet, but in CTP1, you make these changes in the Terrain.txt. Under the Good setting in the Terrain.txt file you go to the Good for the Terrain Type and add the EVN Gold = whatever. This is the way it worked in CTP1. You could also do the same thing with Production and Food. Again, like I have said, I have not checked this in CTP2 yet. If may not work this way there. Regards, Timothy Pintello |
Matte979 Chieftain Sweden Nov 2000
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posted December 16, 2000 05:23
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This is progressing nicely.  This game will be a great game if we fix these issues. CTP 1 had "to many problems" and CTP 2 have problems. I think the thing that would make CTP 2 really great is play balancing and thanks to the files this should be much easier than CTP-1. I have incorporated your terrain fixes and seem to work well. I have disable specialist except entertainers and scientist. And the growth of cities is under control. Some ideas/questions If you change the value of water tiles wont we just have inland cities for the AI? The Units file needs a complete overhaul. I realised another important factor thats the upkeep cost this cost need to be balanced. The middle game with musketeers and cannons seems to cost to much in upkeep so the AI can't have enough units. There need to be diffrences in the upkeep cost. Infantry needs to be realy cheap compared to tanks/fighters/ships. So defensive can be cheap. That way the AIs defensive side will not dominate there production. Although offensive war needs to be expensive. We could have higher start cost because this can be lowered for the AI in diffdb. The AI needs more units. One more idea. There is definetly hope for the AI they can attack just needs to do it more often. And seems they favor to attack other computer players we need to fix that. Diplomacy somebody really needs to fix this area of the game. There are a system its not finished. They definetly got rushed by activison here. There are now diffrent responses in the files when rejecting not used. There are slic code now commented to change advances and so on. I really hope they fix this. /Mathias [This message has been edited by Matte979 (edited December 16, 2000).] [This message has been edited by Matte979 (edited December 16, 2000).] |
lozina Settler Mt. Kisco, NY USA Mar 2000
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posted December 16, 2000 18:24
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making goods give bonuses is something i was working on too. it should be pretty easy- simply use the GoodCountTotal() function or GoodCount() to get all the goods in a particular city and add bonuses according to what bonuses you would award. |
colorme Warlord
Nov 2000
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posted December 16, 2000 20:38
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quote:
 Originally posted by Daniel Frappier on 12-11-2000 10:16 PM Hi,Taken from DiffDB (Impossible) ---------------------------------------------------- AI_MIN_BEHIND_PERCENT 1.8 AI_MAX_BEHIND_PERCENT 0.8 AI_MIN_AHEAD_PERCENT 2.0 AI_MAX_AHEAD_PERCENT 3.0
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Daniel (and Wes), I think you're incorrect there. The way you've explained it, there is no need for 4 parameters; min-behind, max-behind, min-ahead and max-ahead. Two of these would suffice to create the effect you explain. I believe on the impossible level, if AI is 1.8 times better than human, bonus applied is AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 while if it is .8 times as good as human, bonus is AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.5 1.5 1.3 1.3 1.1 In between these two (0.8 and 1.8), there is (quote from DiffDB) "scale values linearly between max-min when amount behind/ahead are between min-max" Thus, there is plenty of bonus applied to the AI as it is without giving it even more bonus. Of course if we do give the AI more bonus, it WILL look better! |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted December 16, 2000 20:50
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quote:
 Originally posted by lozina on 12-16-2000 06:24 PM making goods give bonuses is something i was working on too. it should be pretty easy- simply use the GoodCountTotal() function or GoodCount() to get all the goods in a particular city and add bonuses according to what bonuses you would award.
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Yeah, but how are you gonna award these bonusses? There's no way to increase food or production AFAIK and you can only give gold and science on a global level (though that's better than nothing of course). |
marc420 Chieftain Atlanta, GA, Amerika Jun 99
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posted December 16, 2000 21:25
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One thing about FARMS that I've been thinking about changing.Currently they improve the Food Production the same in any square they are allowed in. You get the same +10 or whatever. I've been thinking about changing that to give a Farm in Grassland a bigger increase in Food over a Farm in Plains. And if you continue to allow Farms in Desert, they'd give an even smaller increase. The game does this with Mines already, I'd like to give Farms the same treatment. Something like Farm, Grassland +15, Plains +10, Desert +5 food. This would help the cities built on the good grasslands areas. marc | |