February 11, 2004, 01:23
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#1
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Prince
Local Time: 13:46
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 819
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Keeping the AI from starting Secret Projects
I'm new to CMNing, though I've made my own test scenarios in the past when I only did solo play. I am trying to make a tougher AI with good terraforming, extra initial research, and multiple bases. The problem is that it gives them too much of an advantage in completing SP's. So I set the Govenor's active and checked the box indicating the Govenor could not complete Secret Projects. I also queued base facilities that should have kept them busy for at least 20 years. No go. Those bases (mineral resources/mines) went ahead within the first five years and started them anyway. How can I do this while still leaving the AI in a non-conquer mode?
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The worst form of insubordination is being right - Keith D., marine veteran. A dictator will starve to the last civilian - self-quoted
And on the eigth day, God realized it was Monday, and created caffeine. And behold, it was very good. - self-quoted
Klaatu: I'm impatient with stupidity. My people have learned to live without it.
Mr. Harley: I'm afraid my people haven't. I'm very sorry… I wish it were otherwise.
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February 11, 2004, 08:53
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#2
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Local Time: 19:46
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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In the alphax.txt reduce the importance of SPs to zero?
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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February 11, 2004, 09:16
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#3
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Prince
Local Time: 13:46
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 819
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Will all of the players need to modify it also - this is PBEM, I've never tried to do anything serious with the alpha.txt.
__________________
The worst form of insubordination is being right - Keith D., marine veteran. A dictator will starve to the last civilian - self-quoted
And on the eigth day, God realized it was Monday, and created caffeine. And behold, it was very good. - self-quoted
Klaatu: I'm impatient with stupidity. My people have learned to live without it.
Mr. Harley: I'm afraid my people haven't. I'm very sorry… I wish it were otherwise.
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February 11, 2004, 10:07
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#4
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Local Time: 19:46
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Hmm, can't say, I must admit. A lot (but not all) of things in the alphax.txt are kept in the save file, so that not every PBEM player has to get an edited alphax.txt, but AFAIK no one has tried changing the SP importance values yet.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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February 12, 2004, 10:47
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#5
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Prince
Local Time: 13:46
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 819
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I guess I'll have to try editing it, save the scenario, then restore the orginal .txt file and play a bunch of turns to see what happens. I'll post when I get it done this weekend, my 11 month old eats up alot of my time.
__________________
The worst form of insubordination is being right - Keith D., marine veteran. A dictator will starve to the last civilian - self-quoted
And on the eigth day, God realized it was Monday, and created caffeine. And behold, it was very good. - self-quoted
Klaatu: I'm impatient with stupidity. My people have learned to live without it.
Mr. Harley: I'm afraid my people haven't. I'm very sorry… I wish it were otherwise.
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February 12, 2004, 12:17
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#6
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Prince
Local Time: 13:46
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 819
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Maniac, I tried finding a line for AI interest in Secret Projects in the Alpha.txt. No luck. All I can see are the choices for growth, power, wealth, and tech. I could try monkeying with those, but that would produce other undesired corollary effects; i.e. Conquer will eliminate that problem and then you have an AI that defeats itself. Sigh. I'll have to monkey around some more.
__________________
The worst form of insubordination is being right - Keith D., marine veteran. A dictator will starve to the last civilian - self-quoted
And on the eigth day, God realized it was Monday, and created caffeine. And behold, it was very good. - self-quoted
Klaatu: I'm impatient with stupidity. My people have learned to live without it.
Mr. Harley: I'm afraid my people haven't. I'm very sorry… I wish it were otherwise.
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February 17, 2004, 01:20
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#7
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Emperor
Local Time: 10:46
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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AFAIK the AI's building of SP's can't be eliminated entirely.
You can take SP's out of the game completely, via the scenario ediitor and the scenario rules.
Best I can do is to set the SP's as objectives thru the scenario ediitor, then set each AI faction's strategy to attack objectives. They then don't seem to want to build them quite so readily, focussing more on building an attack force to go after the human controlled bases that have SP's in them
G.
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February 17, 2004, 21:49
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#8
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Prince
Local Time: 13:46
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 819
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Googlie, I'll have to try that. Thanks.
__________________
The worst form of insubordination is being right - Keith D., marine veteran. A dictator will starve to the last civilian - self-quoted
And on the eigth day, God realized it was Monday, and created caffeine. And behold, it was very good. - self-quoted
Klaatu: I'm impatient with stupidity. My people have learned to live without it.
Mr. Harley: I'm afraid my people haven't. I'm very sorry… I wish it were otherwise.
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February 19, 2004, 19:17
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#9
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Deity
Local Time: 19:46
Local Date: November 2, 2010
Join Date: Jan 2004
Location: amongst equals.
Posts: 12,956
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Mmm, a thought. What would happen if you changed the 'interest' fields of those SP? If they were all put to zero, would the AI then still consider them worhtwhile building?
Edited by Geo
Btw, with interest I mean growth/conquer/build/research to 0
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He who knows himself is enlightened. -- Lao Tsu
SMAC(X) Marsscenario
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