January 11, 2001, 02:16
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#31
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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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At this point as I mentioned I used extremes, so I wouldn't base my mods into a real game.
But here's an example of what I did in diplomacy.txt
The original:
ProposalElement {
Proposal PROPOSAL_TREATY_ALLIANCE
SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult 200
ReceiverRegardResult 200
ViolationRegardCost -100
ViolationTrustCost -30
}
The moded:
ProposalElement {
Proposal PROPOSAL_TREATY_ALLIANCE
SendPriority 200
AcceptPriority 200
RejectPriority 50
SenderRegardResult 250
ReceiverRegardResult 250
ViolationRegardCost -300
ViolationTrustCost -50
}
As I said, an extreme. But the increased priorities made the AI consider them. By increasing accept priority to the same, it makes the AI accept more alliance requests, as lowering reject makes it not want to reject it. The violation costs make the AI want to hold onto it a little longer. For example, with a -50 trust, by violating an alliance, the other party is going to take a LONG LONG time before it trusts the violator again. More in line to how I think.
I'll try and fine-tune the diplo a bit more tonight and let you know tomorrow.
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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 11, 2001, 05:57
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#32
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Seattle, Washington US of A
Posts: 26
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hey dale ...where do you find the road stuff ??
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January 11, 2001, 05:57
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#33
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Seattle, Washington US of A
Posts: 26
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hey dale ...where do you find the road stuff ??
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January 11, 2001, 06:58
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#34
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Guest
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quote:
Originally posted by joe77 on 01-11-2001 04:57 AM
hey dale ...where do you find the road stuff ??
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in the strategies.txt
look for RoadUtilityBonus
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January 11, 2001, 06:58
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#35
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Guest
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quote:
Originally posted by joe77 on 01-11-2001 04:57 AM
hey dale ...where do you find the road stuff ??
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in the strategies.txt
look for RoadUtilityBonus
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January 11, 2001, 22:09
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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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Hmmm...... having trouble getting AI to build diplos. If I give him a diplo, he gets stuck in diplo. However on the plus side, I actually got this request from the Greeks:
- They requested 200 gold in a haughty tone.
- I refused.
- They threatened war.
- I still refused.
- They declared war.
After declaring war, they sent a couple of stacks at me, which I brushed off and they requested a cease-fire.
This is the weekends goals:
1 - Make the AI build diplos.
2 - Make the AI pursue diplo functions as per their government (communist with other communist, repub with other repubs, etc) Birds of a feather flock together basically.
3 - Make the AI pursue diplo functions based on their personality. Eg. Militarilist leaders pursue demands/threats. Scientists pursue advances/research pacts. Etc.
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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 11, 2001, 22:09
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#37
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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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Hmmm...... having trouble getting AI to build diplos. If I give him a diplo, he gets stuck in diplo. However on the plus side, I actually got this request from the Greeks:
- They requested 200 gold in a haughty tone.
- I refused.
- They threatened war.
- I still refused.
- They declared war.
After declaring war, they sent a couple of stacks at me, which I brushed off and they requested a cease-fire.
This is the weekends goals:
1 - Make the AI build diplos.
2 - Make the AI pursue diplo functions as per their government (communist with other communist, repub with other repubs, etc) Birds of a feather flock together basically.
3 - Make the AI pursue diplo functions based on their personality. Eg. Militarilist leaders pursue demands/threats. Scientists pursue advances/research pacts. Etc.
------------------
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 12, 2001, 01:54
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#38
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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 like the way people are approaching AI changes. Set goals then try to achieve them. I think we have a great opportunity to recreate CtP2 as a playable game.
Keep the ideas flowing.
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History is written by the victor.
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January 12, 2001, 01:54
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#39
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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 like the way people are approaching AI changes. Set goals then try to achieve them. I think we have a great opportunity to recreate CtP2 as a playable game.
Keep the ideas flowing.
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History is written by the victor.
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January 13, 2001, 01:11
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#40
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Warlord
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jul 1999
Location: The Mountain Empire
Posts: 185
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Dale - Your changes are encouraging. You might want to communicate what you are doing and what you've found with Wes as he is seeking input on what changes ot make to create a revised mod pack.
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'Blood will run'
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January 13, 2001, 01:11
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#41
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Warlord
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Jul 1999
Location: The Mountain Empire
Posts: 185
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Dale - Your changes are encouraging. You might want to communicate what you are doing and what you've found with Wes as he is seeking input on what changes ot make to create a revised mod pack.
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'Blood will run'
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January 13, 2001, 22:52
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#42
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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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Have got the diplomacy mod happening well, intertwined with Blueo's frenzy mod (See general forum for teaser readme). It is however, the ai.slc I downloaded last friday, so the script may have errors. Since I don't have a website, who wants to host the zip file for me?
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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 13, 2001, 22:52
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#43
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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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Have got the diplomacy mod happening well, intertwined with Blueo's frenzy mod (See general forum for teaser readme). It is however, the ai.slc I downloaded last friday, so the script may have errors. Since I don't have a website, who wants to host the zip file for me?
------------------
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 15, 2001, 09:29
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#44
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King
Local Time: 10:53
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Cannes, France
Posts: 1,336
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Dale, I could do it for you, I will send you an email
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January 15, 2001, 09:29
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#45
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King
Local Time: 10:53
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Cannes, France
Posts: 1,336
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Dale, I could do it for you, I will send you an email
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January 15, 2001, 11:59
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#46
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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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Ready for ddl on King Arthur's Court... I'll try the mod later tonight. But just from reading into some of the changes it looks really good... nice job Dale.
Rich
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January 15, 2001, 11:59
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#47
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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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Ready for ddl on King Arthur's Court... I'll try the mod later tonight. But just from reading into some of the changes it looks really good... nice job Dale.
Rich
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January 15, 2001, 18:30
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#48
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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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Am emailing version 2.1 of the mod to Rich this morning. Here's a short rundown of changes from 2.0:
- Name change to Diplomod 2.1.
- Made it generic, should work with any other mods, not just frenzy AI.
- Supports frenzy AI 1.02 (just a little change of the script is needed)
- Cleaner and meaner.
------------------
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 15, 2001, 18:30
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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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Am emailing version 2.1 of the mod to Rich this morning. Here's a short rundown of changes from 2.0:
- Name change to Diplomod 2.1.
- Made it generic, should work with any other mods, not just frenzy AI.
- Supports frenzy AI 1.02 (just a little change of the script is needed)
- Cleaner and meaner.
------------------
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 15, 2001, 19:33
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#50
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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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dale,
I'm glad someone is looking at the diplomatic aspects of the game. however, your mod makes the AI way too timid. Since the AI still insists on infringing on my borders with new cities, its been a tactic of mine to demand sale of these cities before they become too much of a nuisance. On occasion I hit the wrong button and no offer of payment is included in the demand. Today when i did this, instead of receiving a rejection, the AI accepted. In fact, i realized that they accept EVERYTHING. So, I demanded their largest city with no payment. They happily agreed, at which point I demanded every city of every civ I had contact with. I now control 1/2 the world without firing a shot or paying a dollar. Before that, I was getting offers to exchange maps every 4 or 5 turns. I'm looking forward to more realistic diplomacy, can this be fixed without undoing everything?
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History is written by the victor.
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January 15, 2001, 19:33
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#51
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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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dale,
I'm glad someone is looking at the diplomatic aspects of the game. however, your mod makes the AI way too timid. Since the AI still insists on infringing on my borders with new cities, its been a tactic of mine to demand sale of these cities before they become too much of a nuisance. On occasion I hit the wrong button and no offer of payment is included in the demand. Today when i did this, instead of receiving a rejection, the AI accepted. In fact, i realized that they accept EVERYTHING. So, I demanded their largest city with no payment. They happily agreed, at which point I demanded every city of every civ I had contact with. I now control 1/2 the world without firing a shot or paying a dollar. Before that, I was getting offers to exchange maps every 4 or 5 turns. I'm looking forward to more realistic diplomacy, can this be fixed without undoing everything?
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History is written by the victor.
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January 15, 2001, 20:35
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#52
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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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Has anyone had any luck in controlling how the AI deploys units during a battle?
It always seems that my weakest unit is in the middle. Boats and special units to often fill the front row. I just had a 12 stack of hoplites/catapults/mounted archers defeated my a city defended by 6 coracles and 6 archers. in another battle, 2 hoplites were defeated by 2 slavers/2 arhcers because the slavers were in front and the archers were able to use their ranged attack. Also it seems that the battle AI doesnt understand that units with a shorter range should be in front. In some other post it was discussed that 2 archers would line up next to each other if they attack a single unit. I gave mounted archers less range and attacked a single unit with 1 archer/1 mounted. They still lined up next to each other. being that i've never played thru to tanks, does that mean all future warfare is fought in a line? Also many of my flankers seem to end up in the middle of the line while non flankers are on the end.
Anyone else notice any screwy battle lines?
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History is written by the victor.
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January 15, 2001, 20:59
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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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Thanks for the feedback Alpha Wolf. I'll look into it.
Edit: I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3
------------------
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 15, 2001).]
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January 15, 2001, 20:59
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#54
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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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Thanks for the feedback Alpha Wolf. I'll look into it.
Edit: I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3
------------------
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 15, 2001).]
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January 16, 2001, 06:35
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#55
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: England
Posts: 0
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Great work guys - does anybody know where I can get my hand on these mods?
Cheers
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January 16, 2001, 06:35
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#56
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: England
Posts: 0
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Great work guys - does anybody know where I can get my hand on these mods?
Cheers
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January 16, 2001, 10:40
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#57
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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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Ahmmmm... *cough* http://ctp2.homestead.com *cough*
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January 16, 2001, 10:40
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#58
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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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Ahmmmm... *cough* http://ctp2.homestead.com *cough*
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January 16, 2001, 16:29
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#59
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Illinois
Posts: 8,595
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Eagerly waiting for Version 2.3.
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January 16, 2001, 16:29
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#60
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Emperor
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Illinois
Posts: 8,595
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Eagerly waiting for Version 2.3.
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