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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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Since I already started to post in this one:
quote:
Player.cpp@1902: Science from pacts is 724 for player 7, who made 67 by himself
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Whoa! That doesn't seem right.
BTW, has anybody tried playing around with the debug mask (civ3_main.cpp @ ~1767):
code:
c3debug_SetDebugMask( k_DBG_AI | k_DBG_SCHEDULER | k_DBG_GAMESTATE, 1);
The options are:
code:
#define k_DBG_ALL 0xffffffff
#define k_DBG_NONE 0x00000000
#define k_DBG_INFO 0x00000001
#define k_DBG_AI 0x00000002
#define k_DBG_NET 0x00000004
#define k_DBG_GRAPHICS 0x00000008
#define k_DBG_DATABASE 0x00000010
#define k_DBG_FILE 0x00000020
#define k_DBG_GAMESTATE 0x00000040
#define k_DBG_UI 0x00000080
#define k_DBG_FIX 0x00000100
#define k_DBG_SLIC 0x00000200
#define k_DBG_SCHEDULER 0x00000400
#define k_DBG_SCHEDULER_DETAIL 0x00000c00
#define k_DBG_SCHEDULER_ALL 0x00001c00
#define k_DBG_DIPLOMACY 0x00002000
#define k_DBG_MAPANALYSIS 0x00004000
You can get it to print out all sorts of stuff by varying these. I've been trying to figure out how the AI tasks it's units and in particular why it won't do cross water invasions.
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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 Peter Triggs
You can get it to print out all sorts of stuff by varying these. I've been trying to figure out how the AI tasks it's units and in particular why it won't do cross water invasions. |
If you want to do cross water invasions then some prerequites must be match.
1. No enemy should be left on your continent.
2. You need enough attack units to do it.
3. You need enough transport capacity.
4. You need a deployment place on your continent to rally your troops until you have enough there at one place to put them all into ships.
5. You need a victim, a goal where you could send your invasion force.
6. Of course every ship should arrive at the same time.
7. When every ship is at the goal all units should go from board.
8. Of course the transprters need an escorte.
Determining that you are alone on a continent is not too difficuilt. Also rallying enough troops is not too difficuilt either. You must only know where the deployment place is, easy if you just have one per continent, more difficuilt if you have more per continent. But then you have to decide who should be the victim. Of course it is good to attack the civ on the neighbor conz´tinent or better island, but if the neighbor is too strong then you should first conquer some lonely islands to extend your empire and grow stronger. Of course don't attack one tile islands if you don't have the necessary units, and in this case not a very huge fleet is needed. So also multiple invasion goals could be possible. Of course make shure that every ship is full.
The current AI has a problem in path finding if the original indented path is blocked, it just stops there and fortifies its troops. Then it has no idea that it has to ungroup or better to group out the neccessary units if it wants to fill transporters and there is not enough space for the whole stack. Another problem that I see is that the AI just coordinates its units on a very low level, so that it would only fill one transporter and sends it to somewhere and fills the next transporter and sends it to somewhere else. But of course only if there are enough units if there are less units then it doe not fill the transporters, instead of that it uses five unit transporters for only one units.
Taking in considerartion what you have to do for a serious invasion and what the AI does and even would does by design without bugs, then it is not very surprisingly that you never see a serious invasion.
-Martin
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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Klaus,
quote:
I think ill move on to finding out why the mayors dont use entertainers to manage happines.
The old fix posted by Mr Ogre seems to have vanished in the forum rearangement but it works well. The thing nagging me is that its a workaround to a bug instead of a fix.
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It was Azmel2 who posted that:
quote:
A friend of mine found a pretty obvious and obnoxious AI bug and I spent the day hunting it down. It turns out that a simple text file change will fix your mayors so they keep your cities happy. To fix the bug, just overwrite the file pop.txt in your ctp2_data/default/gamedata directory with a new pop.txt that has the following first record (before POP_ENTERTAINER) :
## Mayors ignore the first pop record, this fixes the problem
## with low happiness not being handled correctly by mayors.
## (REM031501)
POP_ZERO_IGNORED {
EnableAdvance ADVANCE_CLASSICAL_EDUCATION
Food 0
}
Actually, you should probably do this in a scenario and not overwrite the default pop.txt, but do what ever you think is best.
If you want to try it with a game in progress, the easiest way to get it to re-read the pop values is to quit and reload the game and then to bring up the cheat menu and remove the "drama" advance. Then add the drama advance back in. I tried it using a game I was sent and it immediately brought most of the unhappy mayor controlled cities to a non-rioting level. There are a few cities that are still under the magic 73 happiness, but I think this has to do with the mayor not adequetly adjusting for unhappiness caused by pollution. There's nothing I can do about that from text file changes.
I haven't played an entire game with this change, but you should notice the AI plays better too since all AI cities are effectively under mayoral control.
My apologies to the CTP2 community for not finding and fixing this stupid bug before we shipped.
-- Richard
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Solver,
You're not kidding. That's why I posted somewhere that Azmel2 must have the patience of a saint.
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