May 26, 2002, 20:28
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#1
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Diplomacy.txt question
This is more like a interpretation question. In the lines:
Code:
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PositiveDecay 0.85
NegativeDecay 0.95 |
Does the positive/negative regard decay to 0.85 of its value (somethig like regard * PositiveDecayvalue) or doe it get 0.85 of it value smaller (something like regard - regard*PositiveDecayvalue).
If you do the math those possibilities give opposites effects.
in a short form: If i increase the value of those lines the decay will increase or decrease?
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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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May 27, 2002, 05:48
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#2
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King
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
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Decreasing the number increases the rate of decay.
BTW, I like to think of those numbers as the AI civ Leader's "memory" or "temperament". Taken all together they control how fast he forgets things. Another way of putting this is is to say that if he rapidly forgets the good things you do him (low PositiveDecay values) he's short-tempered, but if he rapidly forgets the bad things you do (low NegativeDecay values) he's forgiving.
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May 27, 2002, 14:11
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#3
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Peter, I have a curiosity. Playing your Newdiplomod i noticed that the AI is happy with every other AI.
How did you get them to be so nice to each other?
When i gave it a good look the first impression was that you increase the values to diplomacy yet you controlled its attitude towards the human by slic code. But your vlues in the diplomacy.txt arent that radical. Actually they are pretty much conservative. So where did you change the AI?
__________________
"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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May 28, 2002, 11:24
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#4
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Super Moderator
Local Time: 03:23
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Quote:
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Originally posted by Pedrunn
Peter, I have a curiosity. Playing your Newdiplomod i noticed that the AI is happy with every other AI.
How did you get them to be so nice to each other?
When i gave it a good look the first impression was that you increase the values to diplomacy yet you controlled its attitude towards the human by slic code. But your vlues in the diplomacy.txt arent that radical. Actually they are pretty much conservative. So where did you change the AI?
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Everytime you make an agreement with the AI their regard for you will be increased, so if you add AI-AI diplomacy then their regard will increase automaticly, if they make agreements.
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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May 28, 2002, 14:47
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#5
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King
Local Time: 22:23
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Join Date: Jul 2001
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Thanks, Martin.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; May 28, 2002 at 14:54.
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May 28, 2002, 15:28
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#6
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King
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
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Pedrunn,
In addition to what Martin said, I used the LogRegardEvent function to increase their regard towards each other:
Code:
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VOID LogRegardEvent(int < player > , int < player > , regardDelta, regardEventType, ID_string, Delta_what)
regardDelta is the amount to increase the first player's regard towards the second by.
The Regard Event Types are listed as ScenarioEvent, MilitaryPowerEvent, MilitarySafetyEvent, DiplomacyEvent, GoldEvent, KnowledgeEvent, and ProductionEvent. So "0" is probably the null event type.
ID_string is a string used in the Diplomacy intelligence screen.
Delta_what has, I think, something to do with turns. For example,
// Make the Allies like each other
LogRegardEvent(2, 3, 1000, 0, ID_WW_BLANK, turnMax);
where turnMax is the number of turns in the WW2 scenario. |
But I went way over the top here and have since removed them. There's another function that let's you set trust:
Code:
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VOID SetTrust(int < player > , int < player > , int)
Sets first player's trust towards second player to 0<= int <=1000. (?) |
Sounds like you're working on a customized diplomacy system. Do you want a copy of my notes?
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May 28, 2002, 16:20
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#7
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Yes, please.
It is exacly what i want and the main reason of this thread.
__________________
"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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May 28, 2002, 16:45
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#8
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King
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
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Actually the original notes are mostly about SLIC functions and events but I think I've got some stuff on Diplomacy.txt too. I'll try to add it in and e-mail you a copy in a day or two.
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May 28, 2002, 18:16
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#9
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Sounds ok.
Dont use my apolyton e-mail.
try
pedroguilherme@zipmail.com
__________________
"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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June 4, 2002, 18:39
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#10
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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As you know alredy the email isnt working.
You must use
pbcavalcanti@uol.com.br
I sent you a private message too.
__________________
"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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