June 27, 2001, 19:23
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#1
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Emperor
Local Time: 21:10
Local Date: October 31, 2010
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Posts: 3,944
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Diplomod V3.6 Beta
Okay guys, time to get serious here. V3.5 has been out for a while, and it looks like the changes for Med Pack II have come to an end. But Diplomod must live on! If only for those people who create scenarios or don't play with Med Pack II.
Here's the question for you guys:
What else would you like in Diplomod V3.6?
Anything and everything, just name it.
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June 27, 2001, 20:00
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#2
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Prince
Local Time: 12:10
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Join Date: Dec 2000
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Re: Diplomod V3.6 Beta
Quote:
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Anything and everything, just name it.
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Totally un-diplo, but my AI don't use tile improvements
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June 27, 2001, 20:03
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#3
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Emperor
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Tile Improvs
Do you mean in the normal game or the Mars scen?
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June 28, 2001, 08:13
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#4
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Super Moderator
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Re: Diplomod V3.6 Beta
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Originally posted by Dale
What else would you like in Diplomod V3.6?
Anything and everything, just name it.
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What about new threats. Like masstrooping or invasion, or using special attacks or nuclear attacks. Et cetera....
-Martin
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June 29, 2001, 06:54
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#5
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Prince
Local Time: 12:10
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On Mars.
Maybe I just don't understand the AI text files well enough. I bumped the priourities right up, but it won't do anything on plains
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July 2, 2001, 20:14
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#6
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Settler
Local Time: 11:10
Local Date: October 31, 2010
Join Date: Jan 2001
Location: ENGLAND
Posts: 27
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Have'nt played this game for ages do the a.i's have treaty's with each other yet.
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July 3, 2001, 00:43
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#7
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Chieftain
Local Time: 14:10
Local Date: October 31, 2010
Join Date: May 2001
Location: Lisboa
Posts: 44
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Re: Diplomod V3.6 Beta
[QUOTE
Here's the question for you guys:
What else would you like in Diplomod V3.6?
Anything and everything, just name it.  [/QUOTE]
Diplomod I use all the time either by using MM2 or Cradle. But what would be nice is using the original tech tree and units, and still have an aggressive AI. Frenzy is rather easy to work around and doesn't really address the problem of fair but aggressive AI.
So please can you do something along those lines. I volunteer to help test anything but can't help with slics unfortunately
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July 6, 2001, 23:18
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#8
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King
Local Time: 08:10
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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What else would you like in Diplomod V3.6?
I play the MM2 and I have found four problems with the AI that i really want to change:
1) The tile improvments management. The ai does build tile improvments but if you compare their territory with mine... So i suggest that in the impossible level the ai should get handcaps like 1000 pw when it complete the first 100 turns and this amout would double every new 100 turns: turn 200 the ai gets 2000, at turn 300 it gets 4000 and so on. This cant be so hard, the human player gets it at the beginning of a MM2 game.
2) The ai does not terraform at all. Maybe you could fix that. And maybe the suggestion i gave could help with it.
3) I already played the game several times and the ai attacked my cities only once and that was because i had no units protecting it. I heard this same comment before and i really hope the ai start attack me more often.
4) I was in the Industrial/Modern age when i saw ai chariots and spearmans walking through. that really upset me because they had already had technology to build better units. So i suggest a disband-units-from-two-ages-ago-trigger. this help the ai to be updated its units and do not waste production.
Thanks Dale for the great game you helped to create from the CTP2. My regards.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
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July 7, 2001, 06:48
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#9
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King
Local Time: 08:10
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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The diplomod 3.6 is out already? i saw you giving it to hexagonia in the craddle thread. I even got it, although you did not talk much about it.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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July 9, 2001, 00:54
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#10
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Emperor
Local Time: 21:10
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V3.6 is being developed right now for the standard game.  Newer features are being finely tuned and a bug that was noted is being worked on. Also, diplomat photos will be in the new version too, though this will require a change in civilisations available due to the small amount of leader pics around.
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July 12, 2001, 23:26
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#11
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Emperor
Local Time: 21:10
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UPDATE!
Diplomod V3.6 Beta now includes:
- All features of V3.5 release.
- Bug fix in MadeContact event (see Med Pack II thread for details on that one)
- Diplo-photos for all civs (though a change to available civs is being included with the MOD)
- Messages when the AI changes its diplomatic stance with you (but only 50% of the time you will hear of it to keep some surprise  )
Pedrunn, Frog_Gamer, and anyone else interested in their requests:
Keep an eye on the Apolyton Pack for CTP2. It does what you've asked for and more.
Ashbery:
Unfortunately, there's no way I can find to get the AI's to make treatys. The best I can do is embassies and love/trust each other.
Martin:
I've already tried new threats/proposals and stuff in a way earlier version. Unfortunately the AI doesn't know how to handle them. I'd love to look deeper into this later on though.
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July 13, 2001, 05:36
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#12
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King
Local Time: 03:10
Local Date: October 31, 2010
Join Date: Dec 1969
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Posts: 1,156
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I've come to accept that the AI can't make treaties, but is there a way to at least make them no longer be at war. I mean to have them at war for thousands of years, especially when no one attacks the other, is kind of lame. Perhaps end the war after a number of turns or something. This can be quite a hassle when you give a ceasefire to a civ, but someone you have a military pact or alliance with keeps demanding you go back to war with them.
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July 17, 2001, 03:45
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#13
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Emperor
Local Time: 21:10
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Diplomod V3.6 has been finished and uploaded to http://www.mydocsonline.com in the usual spot. You know the drill, hexagonia, hextapul.
Anyways, hope you enjoy it. Includes the changing diplo-stance, leader photos and the bug fix I mentioned about MadeContact and units.
Enjoy.
BTW, I STILL can't get the AI to make AI-AI treaties. It's really bugging me. But as for the stopping them hating all the time, I've overcome that. The AI will get happy with another AI which precludes a ceasefire.
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July 18, 2001, 23:14
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#14
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Settler
Local Time: 08:10
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Rio de Janeiro, Brazil
Posts: 27
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Dale, you made a good work. But I think Bug of the pact of science, was not so serious.
Now, I think it should be more rigorous WithDraw, in relationship the borders.
After all, nowadays, the countries don't invade borders. The creation of new pacts and you make them easier of the computer of accepting, it would also get better a lot.
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