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Old January 19, 2001, 07:42   #91
WesW
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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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Old January 19, 2001, 07:42   #92
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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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Old January 19, 2001, 09:52   #93
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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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Old January 19, 2001, 09:52   #94
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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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Old January 19, 2001, 14:36   #95
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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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Old January 19, 2001, 14:36   #96
Huysmans_666
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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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Old January 21, 2001, 19:53   #97
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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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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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Old January 21, 2001, 19:53   #98
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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.

------------------
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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Old January 21, 2001, 20:12   #99
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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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Old January 21, 2001, 20:12   #100
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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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Old January 21, 2001, 20:36   #101
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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!
 
Old January 21, 2001, 20:36   #102
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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!
 
Old January 21, 2001, 20:54   #103
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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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Old January 21, 2001, 20:54   #104
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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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Old January 21, 2001, 21:10   #105
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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
 
Old January 21, 2001, 21:10   #106
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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
 
Old January 22, 2001, 04:31   #107
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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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Old January 22, 2001, 04:31   #108
Huysmans_666
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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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Old January 22, 2001, 09:43   #109
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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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Old January 22, 2001, 09:43   #110
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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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Old January 22, 2001, 15:48   #111
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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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Old January 22, 2001, 15:48   #112
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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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Old January 22, 2001, 19:16   #113
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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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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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Old January 22, 2001, 19:16   #114
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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

------------------
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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Old January 22, 2001, 19:22   #115
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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?



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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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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Old January 22, 2001, 19:22   #116
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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?



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.


------------------
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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Old January 22, 2001, 20:00   #117
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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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Old January 22, 2001, 20:00   #118
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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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Old January 22, 2001, 20:17   #119
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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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Old January 22, 2001, 20:17   #120
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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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