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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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Solver, are you playing a mod?
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:32
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Indeed, I am playing the SAP version. Haven't played the vanilla version forever, and don't think I will again.
If it's the Frenzy AI code causing this, then it's a shame. AI should definitely try not to attack its allies, especially for stupid things.
Related behaviour that I keep noticing is the AI attacking me in the field 2-3 turns after we sign ceasefire. Like, I beat them really badly, they have 2 minor cities remaining, and I am in full control of their continent. They surrender, but no, their hatred for me is such that they attack again. I let it go and sign ceasefire again. Two turns pass, they attack me yet again... I get irritated and wipe them out completely. Pfft.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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It's got to be FrenzyAI. One of the things it doesn't do is check to see if it should attack you before it attacks you. This code is so buggy that it's really embarrasing that it's still around. I'll bet it's put a lot of people off playing any version of CTP2.
You can, and IMO everyone should, disable it by going into APOL_main.slc and outcommenting it:
code:
///////////////////////////////////
// Scripts to include.
// To disable one just delete
// it from the below list.
///////////////////////////////////
#include "APOL_capturecity.slc"
#include "APOL_diplomod.slc"
#include "APOL_airunit.slc"
#include "APOL_capital.slc"
#include "APOL_soundfix.slc"
#include "APOL_ComImpSForAIs.slc"
#include "APOL_FortsForAIs.slc"
#include "APOL_KillCityOption.slc"
#include "APOL_pw_cheat.slc"
#include "APOL_slics.slc"
//#include "APOL_frenzy.slc"
#include "APOL_updater2.slc"
You can do the same for other any other mod by looking into it's XXX_script.slc file. After doing this, you'll have to ReloadSlic to make it take effect in the current game you're playing.
If anyone does this, could you please post here and report on any big differences you notice.
Edit: Martin, IIRC, there's a bit in it where it gives orders to armies on the move. I think that's what's doing it.
Last edited by Peter Triggs on 24-11-2003 at 00:08
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:32
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quote: Originally posted by Solver
Will you be finishing and posting it now, or trying to implement it into the source? From the sounds of it, looks really good. AI-AI conquest, and, at least some, naval drops... |
Unfortunatly not in the near future, I did that when I had some time, and that won't be too soon. It is also a different thing to override the AI or to fix it, but some other part should be easier to implement, because C code should be more reliable and we already have stuff like Continent checking and Government checking and cargo checking in the game.
-Martin
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Protra3211
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Found this SLIC code
The Father Code Pedrunn's AI v0.1
This is a slic code that teaches the AI how to use its units. It works by evaluating and defining the best city target among all the cities in the game.
Mean while huge stacks are being formed near the AI strategic Cities like capital and edges of cities.
These armies near strategic cities will not move until it reaches a good size .
They watch for defense first. The attacks happens when AI is faded to win.
This makes the AI fulminating and well strategic guided.
file is 12 KB
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Protra3211
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Hi Martin
Downloded this a while back will try to fiind the link'
Should have done that first sorry
The file is in WordPad form- when you open it -on top it has
pai_WordPad before it is open on the right side it has- pai
SLC
12KB will look for the link
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