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Topic: Diplomod V3.0 |  |
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Dale Prince Melbourne, Australia Dec 2000
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posted January 24, 2001 15:42
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Well, the beta got sent out this morning just now, so let's just wait and see what the verdict is. For those who are interested, these are the features (taken directly from the readme):- AI will not by default refuse another AI's proposal. - AI has higher priorities for making proposals. This causes the AI to make more proposals. - AI's will generate either positive or negative regard for each other. - AI/Human interaction will be more agressive/demanding. - Enabled trade and military pacts for peace treaty. I believe this to be more historically accurate. - AI will build slightly more diplomats. (If suggested change of UnitBuildLists.txt is used) - On average, an AI will make 6 considerations for proposals every 10 turns. This is an increase from Diplomod V2.2. - AI has 3 different AI-Human diplomatic states being friendly, neutral and provoking. Beta testers: we can discuss the mod here and propose changes/additions/fixes/whatever.
------------------ 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." |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 24, 2001 15:57
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i dont know if you have covered this, but should try to have the ai explore as much as possible in order to meet more nations and thus have more chances for diplomatic interactions.... |
Dale Prince Melbourne, Australia Dec 2000
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posted January 24, 2001 18:27
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Markos: I don't know if it covers your suggestion as such (a good one too) but the AIs swap maps like anything. It doesn't take long before all the AIs know where the other civs are. Hence classed as 'explored'. This what you're thinking of?------------------ 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." |
pjm44 Settler nj Jan 2001
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posted January 24, 2001 19:49
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I'm playing diplomod v3.0 as we speak.I have a couple of questions. 1. when I first meet a new civilization I'm not getting a greeting from them. 2.Is there any way for the ai not to give me a city when I ask for one?
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 24, 2001 19:54
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yeah, that's what i'm talking abouti guess i mentioned it cause i'm playing a game with 8 civs on the 210x210 greece map. it's rather huge and each ai knows 1-2 other civs at about 1000ad... |
Dale Prince Melbourne, Australia Dec 2000
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posted January 24, 2001 20:12
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quote:
 Originally posted by pjm44 on 01-24-2001 07:49 PM I'm playing diplomod v3.0 as we speak.I have a couple of questions. 1. when I first meet a new civilization I'm not getting a greeting from them. 2.Is there any way for the ai not to give me a city when I ask for one?
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1 - I've noticed that in any of the mods I've written. I have no idea why it's not greeting, or how to force a greeting. 2 - You able to provide the specifics of the request to them? Like do you offer gold? Or just demand city? Threaten? Etc? Cuz I tried this quite a bit (after what happened in V2.2) and I never had the AI accept when I demanded a city.
quote:
 yeah, that's what i'm talking about i guess i mentioned it cause i'm playing a game with 8 civs on the 210x210 greece map. it's rather huge and each ai knows 1-2 other civs at about 1000ad...
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Markos the AI's should be sending proposals to all AI's before they meet them. It's the biggest diplo-cheat I gave the AI. Pretty much all they do is swap maps in the early game, so it doesn't affect the game much. ------------------ 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." [This message has been edited by Dale (edited January 24, 2001).] [This message has been edited by Dale (edited January 24, 2001).] [This message has been edited by Dale (edited January 24, 2001).] |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 25, 2001 13:39
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Dale...Okay I just ran the mod thorough 150 turns and well I'm impressed it works nicely. The AI used almost every available request except for the treaties, I'm not sure if that's the idea of if the AI didn't think I was worth it... either way it was good. The only problem I have is with the early AI map trading before they met, I mean I met the Hebrews around turn 20 and I almost had the whole world mapped out by turn 25 when I met the indonesians. I traded maps and wow, I knew about the whole world... a glaring problem I believe since now I knew where pretty well everyone else was and then systematically went ahead and wiped them out... no exploring just leagues of warriors and knights or whatever I had at the moment and beat them. I don't think this is the best thing. Other than that I liked that the AI did try to barter a little more than usual but again when I was at war and they'd request I cease-fire, I counter with I want such and such a tech to stop attacking (and by this point they were down to maybe 2 cities) they refused. I'm not sure if this is fixable but I don't think anyone would want to keep fighting to keep say stone working a secret... it's a tech or it's your civ... most people would choose the civ... any suggestions on improving this? Rich BTW I got a greeting each time I met a new civ. [This message has been edited by OmniGod (edited January 25, 2001).] |
Don Quixote de la Mancha Settler vancouver bc Jan 2001
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posted January 25, 2001 14:44
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Quick question. Where or how does one obtain this mod? |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 25, 2001 14:47
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V3.0 is just being tested by a small group of people, but I should have the okay to post in the db later this weekend or early next week. For now v2.2 I believe is available in the db but there are a few flaws with it, but it will give you a sample of what is coming.  Rich |
kormer Chieftain
Jan 2001
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posted January 25, 2001 15:03
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Diplomod 3.0 is also included in the latest beta release of my modern scenario. Why not kill 2 birds with one stone and check them both out. |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted January 26, 2001 03:21
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Hey Dale,I'm currently testing your new meta mod, it's great but before I actually meet some other civ's the game just crashes without even a errormessage ! I never had this before, it's occuring at random, one time I could play till 3000 bc other time 3600 bc but never for long. It just strikes me as odd that I never had these crashes before ! Because of the lack of a message I don't know where it goes wrong, so I don't have a clou how to solve this ! Hope you can do something with it ! |
thanatos.tod Settler Germany Jan 2001
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posted January 26, 2001 13:59
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about that expansion thing...y dont u raise the explore lvl in personalities.txt to maximum fot all "chars" Wouldnt that help...then decrease the map exchange....and about the greeting thing, there is a line in the diplomacy.slc thats not in your slc. its. try it! right now i cant test your mod...tomorrow!  MessageBox 'DIPLOMACY_POPUP_GREETING' { Text(ID_ACTION_STRING); Show(); } |
magma12 Chieftain Bangkok, Thailand Nov 2000
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posted January 27, 2001 00:04
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Are there anyway we can demand the AI to stop fighting with other AI? That would be a very nice addition to the game. |
dennis_caver Chieftain Beaverton, OR Jan 2001
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posted January 27, 2001 12:06
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I'm not using diplomod 2.2, but I think I found another bug in the diplomacy area. The write up on 2.2 and 3.0 doesn't memtion fixing 'Research Pact'. Currently research pact does not give any bonus in science to the human but gives lots of science bonus to the AI civ. I negotiated a R. Pact with this very small and weak AI civ and their research jumped to almost one advance per turn. Any comments??Spelunk 'til ya puke, Dennis |
thanatos.tod Settler Germany Jan 2001
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posted January 27, 2001 12:35
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mmhh...can't get past turn 25...it always crashes on me between turn 21 and 25...damn |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 27, 2001 12:59
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I had that same problem, it was turn 22 for me... but then I reinstalled and installed diplomod v3.0 and there hasn't been a problem... it probably had some problem with other changes that I made. It works, but hopefully it will mesh with other mods out there. |
thanatos.tod Settler Germany Jan 2001
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posted January 27, 2001 15:48
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well just reinstalled for the 5th time, still, like Omnigod, around turn 22, mhh..y 22? Perhaps some magic number? Is this a sign?? Will we all be dead by 22.00 hours? Are we able to escape?? |
Dale Prince Melbourne, Australia Dec 2000
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posted January 28, 2001 16:55
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For me it was turn 27 that I had the problem.  ANYWAYS! Big news on the diplomod front. I've done a heap of work over the weekend (sorry for the silence, we had a long weekend and I don't have net at home) and am proud to say...... - That crash to desktop bug is gone. - AI won't give ya his cities. - Have included a mod called Withdraw. It forces AI out of your territory when making withdraw_troop agreements. And it WORKS!  - AI will now definitely make embassies! (Though I had to cheat a little to get it to do it). Will send out V3.1 to the testers to have some fun with. I'll keep you up-to-date.  ------------------ 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." |
heardie GGS Co-Webmaster
Aug 1999
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posted January 28, 2001 18:12
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quote:
 Originally posted by Dale on 01-28-2001 04:55 PM For me it was turn 27 that I had the problem.  ANYWAYS! Big news on the diplomod front. I've done a heap of work over the weekend (sorry for the silence, we had a long weekend and I don't have net at home) and am proud to say...... - That crash to desktop bug is gone. - AI won't give ya his cities. - Have included a mod called Withdraw. It forces AI out of your territory when making withdraw_troop agreements. And it WORKS!  - AI will now definitely make embassies! (Though I had to cheat a little to get it to do it). Will send out V3.1 to the testers to have some fun with. I'll keep you up-to-date. 

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Oh come on, put us out of our misery and release this  |
Dale Prince Melbourne, Australia Dec 2000
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posted January 28, 2001 18:22
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Just on the other comments about the mod:Rich: My purpose for the mod is to get agreements between AI's. However, due to how the game is internally programmed it'll never happen. At least I've got them to create embassys in V3.1 now.  Kormer: You'll have to update the script to V3.1. It contains new bug/crash-fixes.  Huysmans: That crash is now fixed. It had to do with how I was setting the AI's diplomatic states. thanatos: I'll try it tonight and see what happens. Though I suppose leaving diplomacy.slc in script.slc will do the same thing.  magma12: That sort of thing would take a lot of reprogramming. Maybe I'll be able to do it one day.  dennis: On the research pact, I think this is how it's supposed to work. I mean, you're so far ahead scientifically, there is no way 'their' research is going to benefit you as you have it. But your research will benefit them heaps! When the US discovers something, how long is it till their allies have it? Not very long. Rich(again, I'm just scrolling down the list of comments): The mod should mesh pretty well with others now. I've resolved the instability issues it had. And last but not least......... heardie: I'm a cruel SOB.  ------------------ 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." |
Triumphus Romanus Chieftain Jacksonville, Florida Nov 2000
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posted January 29, 2001 00:02
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Triumphus demands ver 3.1 :-)Well, pretty please. So far, I love what the mod has done for the game. The AI are now very active. Keep up the good work, and let us know when this badboy is released for the great unwashed to try. .. I love when the AI threatens me.....the punk. Only thing is now if he ticks me off, I demand his capital and then use it to mass produce units to use against him :-) |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 29, 2001 00:22
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Has listened to TR's demands and has posted v3.1 in the db. Enjoy |
Dale Prince Melbourne, Australia Dec 2000
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posted January 29, 2001 00:46
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Thanks Rich.  BTW, I just took a look at the files db to see what new stuff there was. Saw diplomod updated and glanced at the figures. How accurate are those???????? quote:

Added: 28-Jan-2001 Hits: 218 Avg.Daily Hits: 218
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I almost fell off my chair! I feel appreciated! Yay!  BTW, if anyone wants to translate the english to other languages, it would be appreciated. So far I've had requests sent to me for Swedish, German and French. All I known is Stray-yun.  ------------------ 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." [This message has been edited by Dale (edited January 29, 2001).] |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 29, 2001 09:33
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The 218 is from your first release to-date... I updated the upload date since I added the new version therefore your perday average is well above what it should be. |
Martina Settler Germany Jan 2001
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posted January 29, 2001 14:22
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Dale,Your new 3.1 version runs perfectly, however with one glitch: Independent of the regard (ie even when I am in war with another civ), I nearly always get an advance as soon as I request it. The "city-for-free" bug is eliminated, however now we seem to have an "advance-for-free-even-in-war" bug. Martina |
dennis_caver Chieftain Beaverton, OR Jan 2001
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posted January 29, 2001 14:50
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quote:
 Originally posted by Dale on dennis: On the research pact, I think this is how it's supposed to work. I mean, you're so far ahead scientifically, there is no way 'their' research is going to benefit you as you have it. But your research will benefit them heaps! When the US discovers something, how long is it till their allies have it? Not very long.

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Hi Dale, Thanks for good work and timely response. I would agree with you about research pact except they soon caught up and past me. They were 5 advances ahead when I had enough and found something to Declare War about. I don't see any other way to stop a Pact?? Thanks, Dennis |
Mephistopholes Settler Saxony Jan 2001
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posted January 29, 2001 15:52
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Dale, I noticed the same "advance-for-free-even-in-war"-bug like Martina. I declared war to the AI, but in the next year I requested an advance, and he accepted it.But all in all, I think this mod (apart from this bug) is quite perfect. :-)
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Dale Prince Melbourne, Australia Dec 2000
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posted January 29, 2001 16:46
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Thanks for the feedback Matina and Mephistopholes. The "advance-for-free-even-in-war" bug sounds interesting, because there is nothing in the mod that even touches on this one. Because of the "advance-for-gold" bug in the EXE file, I steered clear of advance requests totally. But I think I can see a way to halt this. Try this. At the bottom of "diplomod.slc" change the code to look like this:code:
/////////////////////////////////// // diplomacy.slc routines ///////////////////////////////////HandleEvent(NewProposal) 'DIP_ProposalResponseEvent' pre { if(IsHumanPlayer(player[0])) { if(!(AtWarWith(player[0], player[1]))) { ConsiderResponse(player[0].owner, player[1].owner, 100, 2); } } else {
It should be easy to find this section. By putting in this 'catch' it should halt the AI in it's more favourable diplomacy that I've programmed. Basically, if you're at war with an AI and make a request, it'll skip the more favourable considering statement and use the default CTP2 one. Hope this helps and let me know. Dennis: There is actually coding in the game to have a "Break Agreement" diplomatic proposal. It's just not turned on. I'll take a look to see if there's a way to turn this on and it should allow you to break an agreement with an AI. ------------------ 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 January 30, 2001 00:52
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Hmm. Downloaded and installed it today--met my first Civ, didn't get a greeting message...asked to exchange maps and promptly knew where every Civ was in the world circa 2900AD...not too impressed.Couldn't you fix the Civs knowing where every other Civ is? I didn't test it further, but a Civ accepting an exchange of maps on first meeting a new civ...is that realistic? |
Mister Pleasant Chieftain New Orleans Jan 2001
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posted January 30, 2001 02:18
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Sure the AI is too nice - but that's nothing new on this game. The mod (w/withdrawl) is pretty cool since diplomacy seems to do something now. Right on Dale! But still, this thing is close to being shelfware(which is a shame given the potential). |
Martina Settler Germany Jan 2001
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posted January 30, 2001 13:51
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quote:

It should be easy to find this section. By putting in this 'catch' it should halt the AI in it's more favourable diplomacy that I've programmed (...)Hope this helps and let me know.
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Hi Dale,
Yes it did help perfectly, so the "bug" is removed. If at war, the AI will reject blunt advance requests from my side. Many thanks for this ! Still, in my testing so far, an AI not being at war with you will give you any advance with nearly 100% chance even if you don't offer anything in return. That fits a little bit in other players' perception of "too easy". I know this phenomenon is discussable (some might like it, some might not like it), however is there an easy way out of it ? Kiss, Martina |
Dale Prince Melbourne, Australia Dec 2000
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posted January 30, 2001 18:32
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Okay folks, it's time for discussion here about the offer maps/advance problem. Remember also that there is an internal bug I can't fix related to advance requests.1. The AI never used to swap maps - fixed. 2. Request to speed up AI's 'exploring' - fixed by increasing chance of AI's offering maps to each other. 3. Now there's a request to slow down the AI's offering maps to each other, or to have them only swap maps with civs they know. As it stands, there is no way in SLIC to check if one civ has contact with another civ. The script at the moment processes considerations for offering maps to each other from turn 1. If the AI knows where another AI is then there is a greater chance they will setup trade routes enhancing their economic and science ratings. Beneficial to the game. So what do I do folks? How can I 'please' the general audience? 1. Reinstate the original routines which will make the AI refuse everything by default? 2. Eliminate the offer maps routine? Or slow it down somehow? 3. Make the AI refuse to give it's maps to you? 4. Uninstall the whole mod and scrap the lot? Sorry, the last one was a bit pissy wasn't it? But seriously, what do you suggest? I need ideas of what YOU want to make it happen. ------------------ 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." |
Martina Settler Germany Jan 2001
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posted January 30, 2001 18:44
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quote:

1. Reinstate the original routines which will make the AI refuse everything by default? 2. Eliminate the offer maps routine? Or slow it down somehow? 3. Make the AI refuse to give it's maps to you? 4. Uninstall the whole mod and scrap the lot?
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Dale,
I think everyone here just wants to shout out one little sentence as overall message: GREAT WORK WHICH SIGNIFICANTLY IMPROVES GAMEPLAY !!! Besides this, you might want to think about some cosmetic changes to your Mod, however always keep in mind that nearly everyone using your Mod should be much happier now with CTP2. So my personal answers are: ad 1: This is not a relevant option at all. You basiscally have implemented the "true" diplomatic model into CTP2, so let's not go back. ad 2: Slowing down while not eliminating it is for me personally the most preferred option. It might compromise with the AI growth rate, but this can be changed easily in the DiffDB.txt cheat areas (people can do this on their own in my pov rather than including the DiffDB.txt in your Mod). ad 3: No, but somehow overall make it less probable that the AI gives you maps as gifts. They should only give it to you if they are scared/impressed of you. I know this might not be feasible in SLIC though. Making it refuse automatically is not something I would like to see, so I prefer to live with a "too easy maps to get glitch" rather than eliminating this at all. ad 4: See ad 1 :-) Martina
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JSnider Settler Boiling Springs, PA Dec 2000
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posted January 30, 2001 19:09
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prefer slowing it down, or if possible an escalating chance of success, so starts low and rises with time or something. thus later in game greater chance vs right away before folks know your a nasty conqueror. And yes this mod with frenzy make the game at least playable and less predictable .. also i always offer something for advances (just cause it don't need to doesn't mean won't simulate that it works right).so thanx for the great work .. and looking fwd to 3.x jsnider |
Dale Prince Melbourne, Australia Dec 2000
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posted January 30, 2001 20:17
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Okay, how bout if I try this then:- Half the acceptance chance of the AI to human proposals. - Currently exchange AI-AI maps is 10% chance. Have it so for the first 100 turns it decreases from 1-in-110 chance to 1-in-10 chance, decreasing by 1 chance per turn. By then, you're going to know where most of the civs are anyway, if not all. ------------------ 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." |
dennis_caver Chieftain Beaverton, OR Jan 2001
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posted January 31, 2001 13:19
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Dale - I think the above compromise sounds good. You can't please everybody. So go ahead based on your own gameplay make the final version and then have some fun.See Ya out there, Dennis |
David Murray Warlord
Dec 2000
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posted January 31, 2001 13:19
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quote:
 Originally posted by Dale on 01-30-2001 08:17 PM Okay, how bout if I try this then:- Half the acceptance chance of the AI to human proposals. - Currently exchange AI-AI maps is 10% chance. Have it so for the first 100 turns it decreases from 1-in-110 chance to 1-in-10 chance, decreasing by 1 chance per turn. By then, you're going to know where most of the civs are anyway, if not all.

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Dale, you're a star.  I think your mod is great, I'm just worried that the AI might become too much of a pushover. It's a difficult balance, I know, and I'm not doing anything to help, but congratulations on your hard work.  |
Dale Prince Melbourne, Australia Dec 2000
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posted January 31, 2001 17:37
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David: In light of your concern I agree. It is difficult. But I'm getting the balance with all the feedback. Thanks all.ALL: I tested my increasing chance of maps theory, and it still went too fast. So I changed it to 1-in-300 chance at the start of the game increasing by 1 point to a 1-in-100 chance by turn 200 where it flattens out. After testing 5 starts to turn 200, the AI has definitely slowed it's map swapping. On average I found that by turn 50 only two civs had swapped maps. By turn 100 up to 4 had, and by turn 200 nearly all. However, on a realistic point, most AI's did not have current information on the other AI's. It was outdated and basic. V3.2 release: - Implements above increasing-chance formula for map swapping. - NEW PROPOSAL: Request/offer break agreements. Can break agreements with a third party. Eg. Have peace treaty with civ[a], civ[b] at war with civ[a], offer to break agreements with civ[a] TO civ[b]. If they accept, civ[a] dislikes you more, civ[b] likes you more. - Halved AI acceptance of human proposals. Harder to get stuff through an AI now (pointed at advance problem). - "Catch" put in to slow diplo activity from an AI if at war with you. Download when Rich puts it in the DB. I believe now that we are at an end for Diplomod development. I feel happy now with how the AI performs diplomacy, between itself and with the player. Thanks for all the support and feedback. BTW, to see what the diplomacy model CAN do, take a look at "treaty.jpg" in the zip file. I got sent that after paying off a civ to keep them happy while I beat the crap out of the Americans. You'd never see that with the normal CTP2 diplo model. ------------------ 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." |
JSnider Settler Boiling Springs, PA Dec 2000
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posted January 31, 2001 20:56
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If and only if now, as with the adds you plan it sounds great, want to build on increasing chance with time you could postulate that after a certain point the chance would go down again, the old bell curve approach to life. in effect at start they don't know you (so don't trust you), then with time you become familar (increased chance), then with more time they are sure they can't trust you (decreased chance). just a thought ...jsnider |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted January 31, 2001 22:50
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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 |