January 18, 2001, 02:53
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#31
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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i'm not much for temp fixes, so my vote is 3.0
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History is written by the victor.
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January 18, 2001, 06:19
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#32
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Belgium
Posts: 75
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Same for me , ... and keep up the good work Dale !
Thanks!
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January 18, 2001, 14:29
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#33
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Columbus, OH, USA
Posts: 0
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The advance for gold bug is part of the game not the diplomod. Hopefully it's something that can be addressed by future patches.
Thanks for the great work on the mods everyone!
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January 18, 2001, 20:24
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#34
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Yeah, the advance for gold exchange ain't my bug.  But the "array out of index" bug is. I know what it is now. It's when the "player[DIP_civx]" variable goes out of the amount actually there. Basically, the script trys to make a call to a player number that isn't there. I did a quick test on my machine and found that changing:
DIP_NumOfPlayers = Preference("NumPlayers") + 5;
TO
DIP_NumOfPlayers = Preference("NumPlayers");
fixed the problem. Of course, if you're in a saved game you need to reload SLIC (either through the chat dialog or the cheat menu).
Just on version 3.0, I had an interesting test last night. Started a hard - small map game (so contact is made quickly). Found the Greeks about turn 5. They immediately demanded my capital. Over the next ten turns they demanded my capital 3 times, and on the last one threatened war. I rejected all of them, they declared war and sent their army at me (which consisted of a hoplite and a warrior). He beat me as I only had a warrior in my captial. The other was getting ruins. This was all within 30 turns. So how's that folks?  I just don't know if it was an isolated incident.
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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."
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January 18, 2001, 21:16
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#35
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Warlord
Local Time: 02:53
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Corporate Warlord of the Great White North & Warmer Climes
Posts: 157
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I'll probably wait until version 3.0 so that's my vote. (But just in case - in which files would I change the numplayers and the considerdiplo.... statements?)
P.S Thanks for all the effort. Sounds good and I look forward.
P.P.S It might be a while before you see any mods from me, being a beagle of little programming ability. For example. I was trying to do a bit of tweaking the other day and couldn't figure out why I was crashing. Then I realized I had left Net Nanny on and she had edited out all the "naughty bits", like "bomb_cabinet".
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January 18, 2001, 21:51
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#36
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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quote:

Originally posted by Changmai Beagle on 01-18-2001 08:16 PM
I'll probably wait until version 3.0 so that's my vote. (But just in case - in which files would I change the numplayers and the considerdiplo.... statements?)
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diplomod.slc
quote:

P.S Thanks for all the effort. Sounds good and I look forward.
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No problemo.
quote:

P.P.S It might be a while before you see any mods from me, being a beagle of little programming ability. For example. I was trying to do a bit of tweaking the other day and couldn't figure out why I was crashing. Then I realized I had left Net Nanny on and she had edited out all the "naughty bits", like "bomb_cabinet".
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It'll do that. haha.
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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."
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January 19, 2001, 01:49
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#37
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Settler
Local Time: 10:53
Local Date: October 31, 2010
Join Date: Jul 1999
Posts: 18
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One annying thing I noticed in the diplomod is that when I exchange an advance with the AI for gold I do not get any gold. I think they got my advance so they cheated.
I don't know if this is a bug in the game or in your mod cause I never tried exhanging advances for gold with the AI before.
Maybe it is just my version or something so I would like to have it confirmed. Otherwise I will have to reinstall the game/mod.
Keep up the good work. Looking forward to v. 3.0
GreatDane
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January 19, 2001, 07:42
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#38
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Local Time: 03:53
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Nice site, Omnigod. There needs to be a central place where people can go to try out all the new things being worked on.
Dale, I would be very interested in seeing your mod once you are a little further along in it. Are you just adjusting the original text files, or are you making slic for all this?
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January 19, 2001, 09:52
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#39
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Warlord
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Deltona, Florida
Posts: 284
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Hi Dale,
quote:
P.P.S It might be a while before you see any mods from me, being a beagle of little programming ability. For example. I was trying to do a bit of tweaking the other day and couldn't figure out why I was crashing. Then I realized I had left Net Nanny on and she had edited out all the "naughty bits", like "bomb_cabinet".
That was very funny! Computers, you gotta love them!
Timothy Pintello
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January 19, 2001, 14:36
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#40
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Somewhere over the Rainbow ........
Posts: 40
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Hi,
I'm rathern new on the block here but that solution to the array out of bounds error don't work when you take away the + 5.
In the for statements you have to change DIP_civ1 to player[DIP_civ1] and you have to change all of these statements !
This is a simple C programming language error...you have to let the SLIC know which array it's about !
The player array !
But having changed this leaves me with a new error. To many arguments in ConsiderDiplomaticState.
What the heck is this ? How do I solve this.
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January 21, 2001, 19:53
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#41
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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If you didn't see my post in the Activision statement post, then I'll repeat myself here.
I'm very pissed off with the support we've received for CTP2. While a good game, the glaring problems will not be addresses (namely diplomacy and AI ferocity). In response to the frustration I'm facing in trying to get the AI to perform diplomacy, I'm putting Diplomod V3.0 on the shelf. If I don't have anything else to do, I may go into it. But considering how many crashes I get with patch 1.1, and the fact that the unpatched CTP2 has almost no diplomacy SLIC available, I doubt very much that I'll continue. Thanks for your support though.
Except for the fact the AI will NEVER make a treaty or alliance (because of the internal programming settings and there is no SLIC to force a proposal/acceptance), I actually had a pretty decent AI diplomacy model working. But without treatys or alliances between AI's, what's the point of using diplomacy? These two options make diplomacy, not all the others which I have working well.
PS. If there is interest for the AI diplomacy script that I do have working, then let me know and I'll send it to Rich to update his link on V2.2.
Wes, it's a SLIC script, not just txt file changes.
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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."
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January 21, 2001, 20:12
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#42
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Dale, please do not give up your efforts. I just installed your diplomod into my modern era scenario today. I already had treaties setup, and the game was going awesome. I was playing as the indians. After a few turns, the EU declared war on russia, and the next turn 4 other nations declared war on russia as well.
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January 21, 2001, 20:36
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#43
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Guest
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yeah, Dale, dont give up!
i believe we have a lot to find out on what we can do with ctp2!
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January 21, 2001, 20:54
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#44
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Prince
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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I agree with Mark there.. there is potential for this game, and we'll find all the things that we can change, and maybe MrOgre will pop back, once he's had a nice rest, and give us a little guidance or someone else will find part of your solution... there's enough of us, we should be able to improve this considerably.
rich
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January 21, 2001, 21:10
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#45
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Guest
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speaking about discovering things...
check out my last post in the thread about the medieval mod: an experiment with the gamefile.txt
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January 22, 2001, 04:31
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#46
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Somewhere over the Rainbow ........
Posts: 40
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Hey,
I've tried Diplomod and it was great...for the first time since I bought the game I actually thought that it had some kind of intelligence.
It activelly seeked out my civ and made diplomacy it's priority instead of conquest.
Also it's extremely good in making contact and diplomacy with other civ's now.
If you quit it will be a dark day in the history of CTP2, a day in which the players said : "The game sucks but we will make it work !".
I hope sincerely that you continue your work !
greetings, a big fan of diplomod
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January 22, 2001, 09:43
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#47
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jun 2000
Posts: 57
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Dale - are you posting version 3.0 at all ?
And thanks for your work on this mod
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January 22, 2001, 15:48
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#48
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jun 2000
Posts: 57
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Here's a question I hope someone can answer.
Is it possible to use the diplomod in the MedMod2 mod ?
If so, how do I go about doing it?
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January 22, 2001, 19:16
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#49
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Okay, thanks to a heap of emails and the comments here in the forums, I've been pressured back into finishing V3.0
Here's where it stands right now:
1 - The AI's will swap maps.
2 - The AI's will buy advances from each other.
3 - The code is in there (but the stupid internal programming of the game will never allow the AI to do it) for AI's to make peace-treatys, trade pacts and research pacts.
4 - The AI will use three different AI-Human diplomatic states (friendly, war and default) and a special AI-AI state (regard penalties don't hit so hard).
5 - The AI doesn't refuse everything by default (like in V2).
6 - The AI is more demanding of Human players (give me this, give me that, etc).
7 - I still need to code in withdraw troops and a couple of 'catch' commands. I left them out so I could test at this point. Eg. The AI can make proposals to people it hasn't even met. 
8 - Refining and bug catching also need to be done.
So I'm not that far off a Beta V3.0 Is there anyone who would like to beta-test for me? If so, email me and I'll send you the mod when it's ready for testing.
Thanks guys for your support. 
Dale - dale.kent@mel.alphawest.com.au
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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."
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January 22, 2001, 19:22
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#50
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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quote:

Originally posted by Ganja on 01-22-2001 02:48 PM
Here's a question I hope someone can answer.
Is it possible to use the diplomod in the MedMod2 mod ?
If so, how do I go about doing it?
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I'm sure Wes and his gang will want to look at Diplomod to see if they can implement in future Med Mod. As for the current Med Mod out there, I don't know if it can be implemented.
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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."
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January 22, 2001, 20:00
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#51
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: ENGLAND
Posts: 27
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I cant understand why activision stopped treatys by a.i.s it sucks big time.So there will never be a.i treatys what a let down.
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January 22, 2001, 20:17
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#52
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Local Time: 03:53
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Dale, your mod sounds great. As you develop your mod, it would be a big help to everyone, yourself included, if you would try and keep track of which changes had which effects on the ai. I know that this can be quite difficult when dealing with diplomacy, but anything we can learn will help our efforts.
I look forward to using any progress you make with the text files in the Med mod, and perhaps the slic parts as well, eventually. I will probably wait until the other slic parts of the Med mod are in place first, though.
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January 22, 2001, 20:48
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#53
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Good idea. I'd get a well-rounded AI first before trying anything with diplomacy.
I've got a history file in my mod that tracks changes and what they do. Does this cover it? If not I should be able to come up with something more detailed. Though a lot of my experimentations have ended in CTP2 crashing severely or hardware locking. Don't ask me how, but it can hardware lock on ya.
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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."
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January 23, 2001, 17:06
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#54
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Germany
Posts: 11
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as i said in the sec/mod forum, u made the AI somewhat too diplomatic
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January 23, 2001, 19:22
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#55
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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I've found the cause of all my crashes in the patched CTP2. It was occuring within the exchange advance for gold section. It appears that the bug within the diplomacy causes a program crash with my mod. I had to disable it and got no crashes after testing for over an hour (used to get a crash on average every five minutes of gameplay). I'll try to find a workaround, but I doubt I'll get anything to work properly. In the meantine, I'll have a beta of V3.0 ready tomorrow, and will email to the couple of replys I've had. If you want to help me test the diplomacy, let me know.
BTW, I've toned down (read that as refined  ) the acceptance levels so that you can't just get everything from the AI. I'll try to get a proper withdraw troops going so the AI actually does retreat instead of fortifying in your territory. This (I hope) should also help the AI's in reaching their limitation of a turn-limit without troops in another AI's territory before requesting/accepting agreements.
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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."
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January 23, 2001, 23:01
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#56
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Dale, I had to take your mod out of my scenario for it to work. I kept getting an error, diplomod:39 array index 1 out of bounds. Might want to check that one out, I think that was the variable for # of players in a game, and since I have more than 8 it might create a problem somewhere.
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January 23, 2001, 23:25
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#57
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Kormer, yeah I know of that one. V3.0 covers that bug.
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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."
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January 24, 2001, 00:35
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#58
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Odd, I wonder why it was working for me before. Oh well, guess it had to do with my other problems of the slic coding not working at all. Make sure to include my name on the list getting version 3.0 tomorrow.
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January 24, 2001, 01:51
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#59
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: FTC, CO
Posts: 9
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This ain't Tomb Raider!
Ok, I remember my sister and my girlfriend said they hated some video games cuz they were always getting killed.
Meanwhile I would keep playing, dying a lot but progressing through the levels. Killing the boss meant dying a few times until you found their vulnerable spot. For some reason, my female friends could take this with Mario Bros, any other game made it too intense. (There were a lot of 'Fighters' but only the Simpsons brought both sexes, and you die a lot in that game!)
My point is, some of us want to play a peaceful game of Civilization or Call to Power. Others want to die and deal death and convert the planet to a wasteland.
Thanks for all the help getting the AI to kill me! I can't wait to see what's next.
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January 26, 2001, 03:44
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#60
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Bangkok, Thailand
Posts: 20
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I have download the BlueO frenzy, first I install the
complete diplomat and strategy. I also add new unit and advance to the game. I notice that I can exchange tech with out first install Embassy and the AI are very friendly to me but that is not the problem. The problem is around 13-1500 AD one of the AI develope Gaia Control wonder! I use the cheat mode to see if it has the advance to do it and it does! and the shocking part is it doesn't have all the advance require to reach it. I havn't change anything in the advance.txt relate to gain control tech.
So I reinstall the game and this time use my new unit, advance and use only strategy from Frenzy. Same thing
happen. Anyone has experience this problem?
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