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Topic: Diplomod V3.0 |  |
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David Murray Warlord
Dec 2000
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posted February 01, 2001 00:16
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quote:
 Originally posted by OmniGod on 01-31-2001 10:50 PM The final is posted now. I couldn't believe the treaty image... I almost fell off my chair. Great work Dale, the game is a billion (that's a British billion) times better than the shipped version. Hope to see some more work from you if it peaks your interest.Rich
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Peace treaty? I hope that was sarcasm. I've had peace treaties proposed to me before in the unmodified CTP2 game...so I guess you guys must be being sarcastic here.  |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted February 01, 2001 00:28
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I've never had the AI propose to me before. It's always been a hard nosed jack-a__ to me. I may beat the crap out of it's army and sack it's greatest city but never have they offered a treaty. A cease fire, yes... a treaty no. As I said before, I think the AI hates me no matter what I do... I just an evil genius I guess  |
MR. SADDAM Settler ridge ,NY , USA Jan 2001
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posted February 01, 2001 00:35
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Hey ya AI did that too........Theve always been @$$es to me too.I think they too nice tho.I asked for there capitol and they gave it to me......Then i just built up in the center of there CIV.And i dont care what kind of mods you guys come out with the AI will always Fortify near your capitol, Use your Roads , and send settlers into your borders.........no diplomod can fix that  ---------------------------- "Over the fence quickly , and save your strength for the top, get over the fence quickly!"-Lou Armistead Rallying his Brigade ;During Pickets charge Shortly before the Union Line Collapsed |
Dale Prince Melbourne, Australia Dec 2000
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posted February 01, 2001 01:00
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I take it you haven't tried the last two versions of diplomod. AI WILL be booted if you get a withdraw agreement out of 'em. Settlers 'n all! I have never been offered a treaty from an AI till last night. Cease-fires by the barrel loads, but nothing higher. ------------------ 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." |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted February 01, 2001 02:49
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Hi Y'all,What I'm curious about is, I have frenzy AI 1.04 installed along with the Diplomod 3.1, in earlier version of diplomod you had special routines built in to deal with the frenzyAI, but hows this now, will the 2 mods peacefully coexist or will one beat the other ? Oh and maybe this is the wrong place and all but ehmm, I installed the Altsci mod...great mod btw, but after that I installed your diplomod 3.1 and if I open a savegame of the AltSci mod I made before the 3.1 implementation, it crashed saying that it can't find a sprite file in it's asset tree. Can someone please help me ?  |
David Murray Warlord
Dec 2000
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posted February 01, 2001 13:26
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Hi!Yeah definitely, I've had peace treaties before in the unmodified game. All I needed to do was be nice to them, lavish them with gold, etc. It was mainly "diplomacy-minded peacemakers" that proposed to me. But I honestly have had that before. Now if the mod can get the AI to propose an alliance, and threaten me with sanctions if I refuse, *then* I would be impressed.  |
David Murray Warlord
Dec 2000
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posted February 01, 2001 15:55
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Dale, don't give up on it yet!What you've done so far is fantastic. But I do have some more suggestions and comments! Please read 'em.  1. I've been playing the latest version and the AI is a lot more cautious earlier in the game. Well done.  2. I love the way you've rewritten the break agreements back into the game!  3. Is there any way you could rewrite the other options Activision left out at the last minute, like asking the AI to mount troops at a specific city, the annual gold payment thing or asking the AI to stop trading with other civs, etc? Also, is it possible for an AI civ to create a trade embargo against the human? 4. There is a bug--it is possible to trade tech without an embassy. I'm sure this could easily be fixed? Overall, an excellent mod--I'm really excited.  [This message has been edited by David Murray (edited February 01, 2001).] |
Dale Prince Melbourne, Australia Dec 2000
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posted February 01, 2001 16:49
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Huys: No idea, sorry mate.David: The coding is IN there for an AI to create an alliance and threaten ya, but as to if it'll use it........ *shrug*  1 - That was one of my goals. Make it more cautious at the start. It used to be too easy to get anything at the start of the game. 2 - Thanks. The code was still in there, so it was as simple as taking out 2 "Disabled" statements in diplomacyproposal.txt  3 - They took out the hardcoding of these routines. I reinstated some of the extra threats in diplomacythreat.txt and all I got was garbled msgs and crashes. It woulda been nice to have some of them back (included tributes, amassing troops, and others). 4 - Didn't realise I'd enabled that without embassy...... Hmmmm...... But here's the fix for it. a - Open diplomacyproposal.txt b - Find PROPOSAL_OFFER_GIVE_ADVANCE & PROPOSAL_REQUEST_GIVE_ADVANCE. c - At the bottom of each make it look like this:
code:
DetailsEx3 { DetailsEven DIP_DETAILS_OFFER_GIVE_ADVANCE_EX_3 } DetailsEx4 { DetailsEven DIP_DETAILS_OFFER_GIVE_ADVANCE_EX_4 } HasEmbassy Image "updi01.tga" }
Personally, I like it this way.  ------------------ 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." |
David Murray Warlord
Dec 2000
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posted February 01, 2001 18:06
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quote:
 David: The coding is IN there for an AI to create an alliance and threaten ya, but as to if it'll use it........ *shrug* 
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I will playtest extensively and see what happens, as I'm sure many others will now you've given the game a new lease of life.  quote:
 2 - Thanks. The code was still in there, so it was as simple as taking out 2 "Disabled" statements in diplomacyproposal.txt 
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Hmmm...I wonder why Activision disabled that. ??? quote:
 3 - They took out the hardcoding of these routines. I reinstated some of the extra threats in diplomacythreat.txt and all I got was garbled msgs and crashes. It woulda been nice to have some of them back (included tributes, amassing troops, and others).
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Damn, that's sucky. Perhaps they realized that the AI they'd created was too useless to follow through with their enhanced diplomatic options so just got rid of them....  Also, thanks for the quick response for a fix. |
David Murray Warlord
Dec 2000
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posted February 01, 2001 20:22
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My latest observations are that the AIs all seem to be very chummy with each other...but don't create any alliances/treaties or anything with each other. The AI hasn't been very forthcoming to me yet either...it's just been getting mad and talking about resenting me for sharing the same continent...hmmm...I'm at 150BC on very hard level and already Japan has got gunpowder, so let's see how things go later in the game.... |
David Murray Warlord
Dec 2000
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posted February 01, 2001 21:19
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The latest bug.Take a look at this. http://members.aol.com/davidwamurray/ummm.jpg I must admit, it did make me look twice when I saw it.  |
BlueO Chieftain
Dec 2000
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posted February 01, 2001 21:32
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Maybe its a feature! Enemy spies broke into an English Embassy and made that fake proposal! |
Dale Prince Melbourne, Australia Dec 2000
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posted February 01, 2001 21:48
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Ummm..........ummmm........ That's a good one.  a) Remember that this proposal event was canned by Activision. Maybe this is why? If anyone from Activision happens to wander by, is this why break agreements got canned? b) The other thing I can think of is you had an agreement with the Poms and they didn't want to have it anymore and requested you to break it and take the regard hit? *shrug* Dunno. Just blabbing here. Bottom line: That one won't be fixable.  ------------------ 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." |
David Murray Warlord
Dec 2000
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posted February 01, 2001 22:11
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Yep...in the previous turn I had forced them into a peace treaty and a military pact to get them to attack Japan, whose military power was becoming quite substantial...but still, I think it's a bit of a strange request. I mean, I threatened them into accepting so they obviously shouldn't be telling me to cancel it next turn...?Also, does the AI create peace/trade/ally with each other? In my game, they haven't done so yet...oh well, I'll keep watching.... |
David Murray Warlord
Dec 2000
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posted February 02, 2001 01:41
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Hmm, is Diplomod supposed to make the AI more aggressive, too?Look at this: (yet another screenshot ) http://members.aol.com/davidwamurray/invasion.jpg I wouldn't be experiencing this normally. It's great, because I genuinely feel like I'm up against it now. And that's without frenzy. I've had nothing but grief with the AI making demands and invading my turf.  (Not as annoying as the Illegal operation which has just made me lose about 50 turns though) |
BlueO Chieftain
Dec 2000
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posted February 04, 2001 17:05
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Not sure where to post this exactly, so I'll post it here. Finally downloaded the new version fo diplomod, and volia, it works great!. So I went ahead, and make a small change to the frenzy AI so the player can have peace treaties with the AI and not be attacked. Don't know if this code works but here it is, just cut and paste to the end of the Frenzy AI slic file.code:
HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON setup' pre { DisableTrigger('FAI_FRENZY level'); DisableTrigger('FAI_FRENZY_ADDON setup'); }HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON everyturn' pre { if (!IsHumanPlayer(player[0]) && FAI_INIT == 1000) { if (FAI_FRENZY != 4) { if (!HasAgreement(player[0], FAI_HumanNumber, 32) && !HasAgreement(player[0], FAI_HumanNumber, 33) && !HasAgreement(player[0], FAI_HumanNumber, 38)) { if (FAI_FRENZY == -1) { FAI_FRENZY = 4; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE4_COEF) { FAI_FRENZY = 4; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE3_COEF) { FAI_FRENZY = 3; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE2_COEF) { FAI_FRENZY = 2; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE1_COEF) { FAI_FRENZY = 1; } } elseif (FAI_FRENZY != -1) { FAI_FRENZY = 0; } } elseif (HasAgreement(player[0], FAI_HumanNumber, 38)) { FAI_FRENZY = -1; } elseif (HasAgreement(player[0], FAI_HumanNumber, 32)) { if (random(100) < 90) { FAI_FRENZY = -1; } } elseif (HasAgreement(player[0], FAI_HumanNumber, 33)) { if (random(100) < 50) { FAI_FRENZY = -1; } } } }
[This message has been edited by BlueO (edited February 04, 2001).] |
Dale Prince Melbourne, Australia Dec 2000
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posted February 04, 2001 18:16
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Cool Blue. I was going to look at this during the week, but since you've got something I'll just get on with immigration. Thanks. I'm sure this'll make a lot of people happy.------------------ 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." |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted February 05, 2001 04:14
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Dale,Great work man, the AI is crazy about each other !  But like always I have some problems and I think they are Diplomod related. I never have any crashes or errors in an ordinary game, I do have em in Mods but that's life  Now, I installed your mod to be run with any normal game en thus I should have no errors, wrong, I've had 2 crashes to the desktop with no message and on 2 occasions the program returned to the desktop gave a weird message and returned to the game and I could continue. The messages I got were really wierdand seemed to come from inside the game, not a text file or script, because it states the line with the error, It didn't know ! I wish I wrote down the error message but I didn't !!!  Is this diplomod related or what ? Keep up the good work DALE ! |
thanatos.tod Settler Germany Jan 2001
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posted February 05, 2001 10:58
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well, i always get an error like this:SLIC ERROR D:\CTP2\...\withdraw.slc:50: No function named GetAgreementDuration anything u can do with that??? Also played a game on impossible...still .either I'm ways too good (yes,yes,yes,tell me), or... 
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thanatos.tod Settler Germany Jan 2001
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posted February 05, 2001 11:00
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hey davidmuray, your pic is weird...just can see the left half of it..the rest is messed up  |
Don Quixote de la Mancha Settler vancouver bc Jan 2001
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posted February 05, 2001 15:55
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quote:
 Originally posted by Huysmans_666 on 02-05-2001 04:14 AM Dale,Great work man, the AI is crazy about each other !  But like always I have some problems and I think they are Diplomod related. I never have any crashes or errors in an ordinary game, I do have em in Mods but that's life  Now, I installed your mod to be run with any normal game en thus I should have no errors, wrong, I've had 2 crashes to the desktop with no message and on 2 occasions the program returned to the desktop gave a weird message and returned to the game and I could continue. The messages I got were really wierdand seemed to come from inside the game, not a text file or script, because it states the line with the error, It didn't know ! I wish I wrote down the error message but I didn't !!!  Is this diplomod related or what ? Keep up the good work DALE !
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I get the same crashes to desktop. No script error. Just crashes with windows illigal operation error. Happens every game eventually, though not for a couple hundred turns. Does not seem happen when pollution is off. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 05, 2001 18:22
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thanatos: I'd say you're running without the CTP2 patch installed. That command is a patch-required command.Others: As to the desktop crash, I have no ideas. I've never had a crash (ran all the way through games a few times now). Tell me the actual specifics of what's transpired recently. Eg. "I made a withdraw agreement 5 turns ago and it crashed on the 5th turn for that civ." Things like that. That'll make it easier to find in the code. Also, if any line-numbers are mentioned, definitely get the line-number and error. Thanks ------------------ 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." |
Hydaspont Settler Budapest, Hungary Feb 2001
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posted February 06, 2001 20:10
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Some words about the crashes:Hi Dale! I think, the bug is in your Whithdraw mod. I usually play medium/small games so there's been some situations when my coutry is full of the other civ's settlers. I think when the mod want one unit to withdraw, there's no problem. But when 2 or 3 "notorius" unit -the same time- violate the borders again, (! they always wants back into my territory !) then the program crash to the desktop. The non plus ultra is when i try to attack some of them: The program crash! So the only solution is to declare war everyone which I made agreement? Brrr... So i please try to fix it, because it's Great mod anyway! Thx Hydaspont Opps. I also forget: I playing with the 1.1 patch, and using diplomod V3.2 and the Withdraw mod. |
BlueO Chieftain
Dec 2000
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posted February 07, 2001 05:41
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quote:
 Originally posted by Hydaspont on 02-06-2001 08:10 PM Some words about the crashes:Hi Dale! I think, the bug is in your Whithdraw mod. I usually play medium/small games so there's been some situations when my coutry is full of the other civ's settlers. I think when the mod want one unit to withdraw, there's no problem. But when 2 or 3 "notorius" unit -the same time- violate the borders again, (! they always wants back into my territory !) then the program crash to the desktop. The non plus ultra is when i try to attack some of them: The program crash! So the only solution is to declare war everyone which I made agreement? Brrr... So i please try to fix it, because it's Great mod anyway! Thx Hydaspont Opps. I also forget: I playing with the 1.1 patch, and using diplomod V3.2 and the Withdraw mod.
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Hmm, if the problem is indeed with withdraw mod, I think the problem might be Event: Teleport. I haven't played ctp2 since I finished making the mod (got a bored with the game...), but I remember using teleport event awhile back, and got very very weird results. Might be safer to use the MoveUnit event. Then again, I wouldn't know since I haven't been playing the game lately... |
Dale Prince Melbourne, Australia Dec 2000
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posted February 07, 2001 16:26
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Actually, I found the problem. It was a typo causing a logic error. See the post "Withdraw mod updated" for more info.------------------ 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." |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted February 09, 2001 03:12
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DALE :Ok here goes, I've played till 2145 now and this are my findings. - Diplomacy is good, but I don't hear from any of the civs in a decade but the 11th turn they all come banging at my door for advances. All at once, once this is over I don't hear from them for another 10 turns ! This strikes me as odd ! - Crash to desktop with error message ! I installed diplomod 3.2 loaded a savegame and reloaded the SLIC, normally this should work fine, but I pressed end turn and this is what I got : IN OBJECT : DIP_MAINROUTINE value out of bounds ! ??? Also the scots asked me for an advance that turns wich I countered with a advance request ! Does this help you ?  - Maybe not your mods fault, but I have one unit constantly walking in and out of my city, just one, but fortifying doesn't help it just walks !  -And last but not least, England calles me for an advance and at the same time an alliance but first I must break all ties with.......ENGLAND uhmm Well thats it..I didn't update to the new withdraw script yet but I still had no crashes...THank god ! Hope I will be able to play a full game for the 1st time  Bye now ! |
preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted February 10, 2001 17:38
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Dale, Got a problem loaded the dipmod and when started to play gave me error (ctp2_data/default/gamedata/scrip.slc 116:array index 0 out of bounds.) any idea what I did wrong? Also sense you are good with the diplomat part of this program, any chanch you could work on getting it to work in hotseat? |
Dale Prince Melbourne, Australia Dec 2000
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posted February 11, 2001 22:58
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Preacherman: The file script.slc has nothing to do with the diplomacy mod. Open the file in word, goto line 116 and there's your culprit line. As for hotseat diplomacy, I don't think so.Huys: The 10 turn diplomacy must be just how the game's going. There's nothing random/forced about a ten turn thing. If anything, the forcing would make it every turn that I put in, but it only 'considers' each turn, not 'makes'. I've had CTP2 crash on me when I've made a change to the script and done /reloadslic. Unfortunately it's just one of those things. That's a new game thing. It's like Activision says: "No support for save games under the previous version." Is the wandering unit yours or an AI's? How'd you lose control of him? With break agreements, you must remember I re-enabled this. The fact that a civ can request breaking it's own ties may be why Activision disabled it. Just out of curiosity, did they request the alliance or you? Also, did you have any other agreements like trade or mil or science? My thoughts are that the AI didn't want the sci/mil/trade agreement (hence break agreement) but still wanted the alliance. ------------------ 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." |
Damodred Settler Cambridge, UK Feb 2001
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posted February 14, 2001 20:23
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Hey Dale,New user here, just got CTP2 and after playing for quite a while noticed that something's not quite kosher - er, that is the AI seems to be nonexistent. Not only does it (still) want me to leave its borders, it continuously invades mine, never agrees to any proposals (I particularly like the map exchanging one where, one turn later it comes back at me with the exact same proposal), etc etc. Since I'm a bit scared of the Frenzy mod , I figured I'd try out the Diplomod first, found your page and got ver 3.2. Works very well! I'm quite impressed with some of your tweaks and whatnot, and disgusted at Activision for not putting in the effort to even make some patches to fix these obviously glaring problems...hooray for the mod community! However. My "Messages" window has ceased to function. All the messages in there are now of this variety: : {Player[0].sir}, we cannot support this many units! ! Warrior : Citizen unrest : This needs to be hooked up to the Great Library All of them coming from I'm not sure where, since they don't seem to apply to anything (for example, I don't think I have any warriors in 2050 AD ...some sort of debugging statements? And some of those game messages were useful (mainly by telling me where the building Queue ran out)...is there a way to put them back, and *hide* the debugging stuff? Cheers, Damodred |
Dale Prince Melbourne, Australia Dec 2000
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posted February 14, 2001 22:53
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Damodred: This is a common fault with people who install a mod but don't do the final step.  After loading a saved game for the first time after a mod install, follow this: 1 - press ' (apostraphy) 2 - type /reloadslic 3 - press Enter twice This causes the scripts to refresh/reload. This may corrupt your game meaning you'll have to start a new game, but it's the only way to fix your problem. ------------------ 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." |
Damodred Settler Cambridge, UK Feb 2001
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posted February 15, 2001 07:32
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This is a direct cut'n'paste from the readme:1 - Unzip files to Call to Power 2 install directory. 2 - Open: ctp2_data\default\gamedata\script.slc in notepad. 3 - Delete from bottom of file: #include "diplomacy.slc" 4 - Add the following lines to bottom of file: #include "withdraw.slc" #include "diplomod.slc" 5 - Open: ctp2_data\english\gamedata\strings.txt 6 - Add the following line to bottom of file: import "diplomod_str.txt" 7 - PLAY! Might want to include that step you've mentioned... :P I also changed the SpecialUnitsCount like you suggest in the readme - looking forward to try it out. Do I have to do this final step every time I start a new game? Thanks again! Damodred |
Dale Prince Melbourne, Australia Dec 2000
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posted February 15, 2001 16:30
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Damodred: The final step above that I mentioned is only required if you load a saved game from before the mod. If you install any mod at all or make any changes at all you must do the above step if you load from a saved game. If you start a new game then no need to do it as the new game loads the new/modified scripts.------------------ 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." |
Ganja Chieftain
Jun 2000
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posted February 15, 2001 17:22
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Dale - So let me get this straight. I start a new game using your diplomod 3.2 and I dont have to do anything. Now if I want to carry on the game at a later date, I save it and when the time comes to play it once more I load it up and have to use the "'" and type in those commands? |
Dale Prince Melbourne, Australia Dec 2000
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posted February 15, 2001 18:36
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You only need to do it if you use a saved game from before the diplomacy mod.EG. Game 1 started before you install the diplomacy mod. After installing the mod you want to continue that game. You load the game then do the /reloadslic steps from above. You save the game again after playing for a while. You want to continue the next session a few days later. You load the game and do nothing. EG. Game 2 started after installing the diplomacy mod. You save the game. A few days later you want to continue game 2. You load the game and do nothing. There's quite a few threads that have gone through discussing this. Do a search on "reloadslic" to find them for more info. ------------------ 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." |
Ganja Chieftain
Jun 2000
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posted February 15, 2001 19:15
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thanks Dale, you cleared it up for me  |
Damodred Settler Cambridge, UK Feb 2001
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posted February 16, 2001 13:07
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Thanks, I dig it now. Worked like a charm, except it 'did' corrupt the pre-diplomod game. Ah well, it was time to restart anyway :PDamodred |