October 20, 2001, 00:08
|
#1
|
Warlord
Local Time: 07:55
Local Date: October 31, 2010
Join Date: Nov 2000
Location: El Paso, Tx
Posts: 120
|
AI can use special units!!!
Well I have never seen the AI Use special units like clerics, eco-rangers, ecoterrorist, or corporate branches, so I decided to go into strategies and give goals like create park, franchise, convert ETC....... values over 600000 for economic(corporate Branches) and Ecotopian(ecorangers, ecoterrorist, and clerics) civs. Well then I started a new game and gave ecotopian civs everything up to future advance 5 and 2 or 3 size 60 + cities with almost all the buildings and some ecorangers and I gave myself some pollution heavy size 60 + cities and 15 to 20 turns later they used their ecoranger on a size one city.
I also changed the goal create park so that it has target owners of hot enemy cold enemy neutral and no contact since it seems to make sense that they would use the ecoranger on any city as long as it's polluting heavily.
Is their any way to make this goal only work for polluting cities becuase they used their ecoranger on a size 1 city with no polution instead of my cities which had 1000 + pollution.
here's the file:
|
|
|
|
October 20, 2001, 06:46
|
#2
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
Re: AI can use special units!!!
Quote:
|
Originally posted by Cube
Well I have never seen the AI Use special units like clerics, eco-rangers, ecoterrorist, or corporate branches, so I decided to go into strategies and give goals like create park, franchise, convert ETC....... values over 600000 for economic(corporate Branches) and Ecotopian(ecorangers, ecoterrorist, and clerics) civs. Well then I started a new game and gave ecotopian civs everything up to future advance 5 and 2 or 3 size 60 + cities with almost all the buildings and some ecorangers and I gave myself some pollution heavy size 60 + cities and 15 to 20 turns later they used their ecoranger on a size one city.
I also changed the goal create park so that it has target owners of hot enemy cold enemy neutral and no contact since it seems to make sense that they would use the ecoranger on any city as long as it's polluting heavily.
Is their any way to make this goal only work for polluting cities becuase they used their ecoranger on a size 1 city with no polution instead of my cities which had 1000 + pollution.
here's the file:
|
One think about Corp. Branches & Franchising:
IT DOSN'T WORK.
The only think you get is one little icon on enemies cities.
You don't get ANY befefit, nor enemy losses anything.
(Still clerics work very well)
I also noticed that enemy dosn't expell anytnig, Lawyer doesn't sue anything, & AI's corp. Branch doesn't do anything.
I think is not good to make parks with neutral or cold enemy since
park is considered to be declaration of war & atrocity, so if AI wants peace
he would send eco-rangers anyway which isn't good. It is weapon of war not cold war weapon like pirating or stealing techs.
Still I succeded to add some additional goals in goals.txt:
Code:
|
GOAL_ADVERTISING {
AvoidWatchfulCity
SquadClass:Special
TargetType:City
TargetOwner:HotEnemy
Execute ORDER_ADVERTISE
ThreatBonus 100
EnemyValueBonus 100
AlliedValueBonus 0
PowerBonus 0
DistanceToHomeBonus 0
DistanceToEnemyBonus 0
ChokePointBonus 100
UnexploredBonus -999999
ObsoleteArmyBonus 0
TreaspassingArmyBonus 0
ThreatenType:SpecialAttackCity
ThreatenBonus 5000
ForceMatch:Special
}
GOAL_INCITE_UPRISING {
AvoidWatchfulCity
SquadClass:Special
TargetType:City
TargetOwner:HotEnemy
Execute ORDER_INCITE_UPRISING
ThreatBonus -50
EnemyValueBonus 100
AlliedValueBonus 100
PowerBonus 0
DistanceToHomeBonus 0
DistanceToEnemyBonus 0
ChokePointBonus 100
UnexploredBonus -999999
ObsoleteArmyBonus 0
TreaspassingArmyBonus 0
ThreatenType:SpecialAttackCity
ThreatenBonus 5000
ForceMatch:Special
}
GOAL_POISON_CITY {
AvoidWatchfulCity
SquadClass:Special
TargetType:City
TargetOwner:HotEnemy
Execute ORDER_PLAGUE
ThreatBonus -50
EnemyValueBonus 100
AlliedValueBonus 0
PowerBonus 0
DistanceToHomeBonus 0
DistanceToEnemyBonus 0
ChokePointBonus 0
UnexploredBonus -999999
ObsoleteArmyBonus 0
TreaspassingArmyBonus 0
ThreatenType:DestroyCity
ThreatenBonus 5000
ForceMatch:Special
} |
These are advertising for corp. branch, Incite Uprisiong of Abolionist
and Plague city for Infector.
this is part of strategies.txt for goals of special units which I use:
Code:
|
...
GoalElement { Goal GOAL_ENSLAVE_SETTLER Priority 420000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SLAVE_RAID Priority 400000 MaxEval 5 MaxExec 3 }
...
GoalElement { Goal GOAL_CONVERT_CITY Priority 400000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_BIOTERROR_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_NANOATTACK_CITY Priority 450000 MaxEval 5 MaxExec 3 }
...
GoalElement { Goal GOAL_EXPEL Priority 9000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_PILLAGE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_PIRATE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_COUNTER_STEALTH Priority 390000 MaxEval 0 MaxExec 0.1 PerCity }
GoalElement { Goal GOAL_GOODY_HUT Priority 7800 MaxEval 10 MaxExec 3 }
GoalElement { Goal GOAL_PLANT_NUKE Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_CREATE_PARK Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SOOTHSAY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ESTABLISH_EMBASSY Priority 450000 MaxEval 10 MaxExec 3 }
GoalElement { Goal GOAL_FRANCHISING Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_STEAL_TECHNOLOGY Priority 440000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INVESTIGATE_CITY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_INCITE_REVOLUTION Priority 460000 MaxEval 2 MaxExec 1 }
GoalElement { Goal GOAL_INJOIN Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ASSASSINATE Priority 440000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority 450000 MaxEval 5 MaxExec 2 }
GoalElement { Goal GOAL_NUKE_CITY Priority 450000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_WANDER Priority 1 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_SALLY Priority 0 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_REFORM Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_SUE_FRANCHISE Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_RETREAT Priority -300000 MaxEval 1 MaxExec 1 PerCity}
GoalElement { Goal GOAL_DESTROY_ENDGAME Priority 450000 MaxEval 20 MaxExec 5 }
GoalElement { Goal GOAL_PROTECT_ENDGAME Priority 460000 MaxEval 30 MaxExec 15 }
GoalElement { Goal GOAL_ADVERTISING Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INCITE_UPRISING Priority 460000 MaxEval 2 MaxExec 1 }
GoalElement { Goal GOAL_POISON_CITY Priority 460000 MaxEval 2 MaxExec 1 } |
Notice new goals at the end of the list.
Some other goals have changed pririties a little, like assasinate wich is lower for 10000 (so eco-terr. will use Nano-terror attack if having money), investigae city put to 0 (AI already now how many units you have), incite rev. have a little higher pririties but lower MaxExec & MaxEval
numbers (so it will give chance to other spy goals if haveing many spies).
Still I don't now how to make AI expell units & sue them with lawyers.
Here are my goals.txt & strategies.txt files (they won't work on their own but you can use them for comparation)
|
|
|
|
October 20, 2001, 06:47
|
#3
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
...
|
|
|
|
October 20, 2001, 15:34
|
#4
|
Warlord
Local Time: 07:55
Local Date: October 31, 2010
Join Date: Nov 2000
Location: El Paso, Tx
Posts: 120
|
Actually corporate branch does work, once I franchised about twenty or so cities, and my military support cost went down. But it wasn't much of a decrease.
The way I see it when they become ecotopians any civ that is polluting heavily, will become they're enemy no matter what their previous regard for them was before ecotopia. This way if you have good relation with an Ecotopian, but are polluting heavily, they might attack you. I'm thinking of lowering the priority for create park since now it's at 830000 just below settling.
For the Expelling you could make a new goal and use order expel. Advertise should also be cold enemy, unless it causes war.
|
|
|
|
October 20, 2001, 15:55
|
#5
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
I'am not shure about Advertising, but I'll check, in fact I copied clerics
SOOTSAY priorities.
About Franchising I don't know I checked and saw that enemies dosn't loose anything and I looked my military costs & pw and they didn't changed.
Are you sure about that, test is again, please.
|
|
|
|
October 20, 2001, 16:26
|
#6
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
Yes, it should be a cold war attack (advertising).
Expel goal allready has the expel order but it dosn't work.
I tried with new indentical goal too (GOAL_EXPEL1)
The same thing happens for sue order (both city & unit versions),
and for franchising order.
Other orders work perfectly!
Does anybody have any idea?
P. S. I don't think that goal selection can be influenced by pollution level.
|
|
|
|
October 21, 2001, 10:18
|
#7
|
Super Moderator
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
|
Quote:
|
Originally posted by player1
About Franchising I don't know I checked and saw that enemies dosn't loose anything and I looked my military costs & pw and they didn't changed.
Are you sure about that, test is again, please.
|
To test it you could use a game with many AIs and establish in all AI cities a franchise by the cheat editor. From the const.txt it should steal production. You should search for this line in the const.txt and increase the effect:
Code:
|
FRANCHISE_EFFECT 0.1 # How much production a franchise steals |
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
|
|
|
|
October 21, 2001, 13:49
|
#8
|
Warlord
Local Time: 07:55
Local Date: October 31, 2010
Join Date: Nov 2000
Location: El Paso, Tx
Posts: 120
|
I know that when I did this that line was at about 20-30 % instead of 10%. I've got a game with medmod v1.1 that's in 2170 but I changed the uniticon file so that it would work with version 2, I'll see if i can get it to work. The thing is in this game I'm the most productive civ, and the other civs are pathetic production wise. Well I'll check I know there are at least 9 civs left and over 70 cities.
ThreatBonus 100
EnemyValueBonus 100
AlliedValueBonus -30
PowerBonus -30
DistanceToHomeBonus 10
DistanceToEnemyBonus -10
does any one know what these lines do.
From what I read in the modification section of apolyton's CTP 2 site, enemy value is supposed to give a bonus depending on how valuable the target is to the enemy. Is that right? So if I raised this value would it make them more likely to turn larger cities into parks?
|
|
|
|
October 21, 2001, 14:55
|
#9
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
Quote:
|
Originally posted by Cube
I know that when I did this that line was at about 20-30 % instead of 10%. I've got a game with medmod v1.1 that's in 2170 but I changed the uniticon file so that it would work with version 2, I'll see if i can get it to work. The thing is in this game I'm the most productive civ, and the other civs are pathetic production wise. Well I'll check I know there are at least 9 civs left and over 70 cities.
ThreatBonus 100
EnemyValueBonus 100
AlliedValueBonus -30
PowerBonus -30
DistanceToHomeBonus 10
DistanceToEnemyBonus -10
does any one know what these lines do.
From what I read in the modification section of apolyton's CTP 2 site, enemy value is supposed to give a bonus depending on how valuable the target is to the enemy. Is that right? So if I raised this value would it make them more likely to turn larger cities into parks?
|
There is an old post which has many information about this question.
I thnik it was a Conversations with Richard Myers (Azmel).
The post is from April or March.
|
|
|
|
October 21, 2001, 15:10
|
#10
|
Emperor
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
Power, Enemy, Threat & Allied bonuses are scaled bonuses,
so if goal is a goal with maximum Enemy Value it would get 100 points
if goals is goal with 50% of maximum Enemy Value it would get 50 points
if goals is goal with very little Enemy Value it would get almost 0 points
Distance bonus is multiplied with distance from center of enemy (or yours) empire.
Than, all these bonuses are added to value in startegies.txt
For more information look at thread I talked about.
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 10:55.
|
|