 |
|
Turambar
|
|
England
Apr 2002 time: 05:35
|
|
Hey all, anyone remember me?
Just thought I'd drop by and see how the project was coming along. Is there a playable build for download yet?
|
|
|  |
 |
|
Peter Triggs
|
|
Gone Fishin, Canada
Jan 2000 time: 05:35
|
|
Thanks, guys.
It's hard to believe that CTP1 came out late in the last millenium. How time flies when you're having fun!
This C++ programming is a lot more difficult than SLIC, but we'll just have to stick with it because there's the potential to do so much more.
|
|
|  |
 |
|
Protra3211
|
|
How has been the diplomacy in the new play test? Any one play a long game yet'?
In the first play test 2004-04-03 the AI factions would change from war to peace -peace treaties were made .Even the most aggressive factions would only stay at war for about 20 turns
This was a big improvement over 1.11 version because the AI expands by war and builds up its empire in times of peace. Where before the AI would stay at war and use up its production to only be a easy target for the human player. Also like the way AI expands now becoming a bigger foe so that diplomacy is something you have to use to keep the AI from attacking you.
But back to the point has the AI made any aillance treaty-trade treaty=military pacts ?
|
|
|  |
 |
|
Peter Triggs
|
|
Gone Fishin, Canada
Jan 2000 time: 05:35
|
|
That's just reminded me to post the changes that make some treaties have limited duration. This should make for a more fluid game because the AI will now re-evaluate it's diplomatic options.
I don't know about AI-AI alliances but don't worry, we'll get a more robust system eventually.
|
|
|  |
 |
|
Protra3211
|
|
I downlode the file you made. Have a compiler so was able to read the changes you made looks great. Have you tried in a game yet? Is that only in a code form and still is not ready to zip into the main game right? Well I think many will be looking foward to the next play test.
Been working on army movement. Would like to see more units patroling the border so as to keep the human player hemed in early in the game. Will post in army movement. I feel the right blend of offense and defense must be met. If the AI could build up a mobile force along its border but hold back some to keep there cities safe it will be hard to win early battles. Early testing has been good. Even if you build two stacks of 8 units and try to break AI's line of defense you end up losing so many of units that taking a city is very hard. Ai movement is radom not leaving you with a clear target. Also you have to watch your own cties defense.The Ai does not have to take you out to win . Only hem you in with a harrasing movement of units . Defense is not always passive. If the AI could hold open ground and leave you outside its line your finished. This tactic works well in chess one of the great tbs games
|
|
|  |
 |
|
Maquiladora
|
|
Yeah, AI defence definitely seems better, in my game ive had to use only seige tactics because the AI has such good defensive stacks waiting inside cities. But when you move 2 or 3 bombarding stacks next to their city then you take it easily because they dont move another stack near to it for support, even when they can see my 3 stacks of Catapults/Pikemen on the second ring of their city or even inside their borders, I could see they werent reacting moving anymore close to help because I had flooded their inner cities with slavers.
The AI didnt have a chance to be offensive though, but there were only 2 "Populist Zealots" on my continent, so I wasnt expecting them to attack me soon, perhaps their personalities shouldve changed to "Aggressive Imperialist" once I attacked them or refused to exchange maps and died down as far as "Diplomatic Peacemaker" over a very long period of time of peace with everyone. In this way every civ could start the game at a middle personality and let the game situation change their personality over time.
|
|
|  |
 |
|
Protra3211
|
|
Your right Martin but can the CTP2 AI be made to think of long term plans ? I have set the numbers for patrol in Stategies file to 39000 20Max 10mav just lower than attack and romoved pillage and pirate. In Goals patrol has a atttack improvments and the AI has so much gold already pirating seems a wast of time ,Also working on force match numbers to see what I can come up with.
Seems to help the AI keep active on borders without draining away its city defense. Its like the AI will throw up a block to deflect a sharp attack at the same time has units ready to go into your area to attack you. Well what im think is if the AI can keep you in check you will remain a small empire. Had to drop down one level.
I know that many in here are working on the code and have a much bigger goal for CTP2
Im only tweaking files and seeing what I can come up with for now
What about a new frenzy mod Martian? Well I think with the new playtest have shown is that the AI is getting better and already expands at a faster rate than 1.11. AI to AI diplomacy at last works.
|
|
|  |
 |
|
Protra3211
|
|
Has anyone checked out the add on disc to Ctp2? Its call Ages of Man. Wonder if any one knows who he is and if its something we should look into.
|
|
|  |
All times are GMT. The time now is 05:35. Apolyton Time is 00:35. |
top of page
|
|
|
Forum 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
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|