Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Scenario League / Civ2-Creation > Moving Civs to Other Color Groups ...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD
CivGroups
Scenario League / Civ2-Creation (66): Not a Member - Join

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 04-08-2005 13:58 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Moving Civs to Other Color Groups ... Support Apolyton or Terrorists Win

Everyone:

... is this a relatively easy procedure where one simply has to switch a few numbers around? For example, if I wanted to move the Romans (white) to the purple color group (Mongols, India, Sioux), it'd just be a matter of sending one of the former purple civs to the white group in Rome's place?

I've fiddled rather extensively with the RULES.TXT file and have never had a problem (except for the *one and only time* I played around with a universal value — thank goodness for backups), but have never messed around with color groups before. I did succeed in getting the AI to use cruise missiles on armored divisions and port cities, though, rather than just stocking up on them for use against ships.

I use the Macintosh version of Civ II, but insofar as I can tell, the program operates quite similarly to its PC cousin.

Gatekeeper

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:37
Post  Old Post 04-08-2005 20:43
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Help yourself to an AD-FREE life

You can change the colors by adjusting the "color bars" on the city.gif. There are detailed instructions in the Scenario League tips section. The color bars are located in the small corner with the flags.

Changing one color is dependent on the pixel inside the flags themselves. 4 from the left, and 5 down from the top, if memory serves. Just look at various scenarios and the city.gifs contained within them, and you'll see the altered pixels inside the customized flags. They're not difficult to spot.

Changing the other colors on the map is done by altering the 1-pixel wide "bars" of color that are positioned over the top of each individual flag.

If these instructions are not sufficient, see the Scen League tip.

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 04-08-2005 22:11
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Gatekeeper:

you can use the method you describe to alter the colour group of the civ. In fact my standard game set-up uses these colours:

quote:

Julius Caesar,___Livia Augusta,____0, 1, 1, Romans
Hammurabi,____Ishtari,__________0, 2, 0, Babylonians
Frederick,______Maria Theresa,____0, 3, 3, Germans
Ramesses,_____Cleopatra,_______1, 4, 0, Egyptians
Abe Lincoln,____E. Roosevelt,_____0, 5, 1, Americans
Alexander,_____Hippolyta,________1, 7, 1, Greeks
Mohandas Gandhi,Indira Gandhi,____0, 7, 2, Indians
Lenin,________Catherine the Great,_1, 1, 3, Russians
Shaka,________Shakala,__________0, 1, 0, Zulus
Louis XIV,______Joan of Arc,_______0, 2, 3, French
Montezuma,____Nazca,___________0, 4, 0, Aztecs
Mao Tse Tung,__Wu Zhao,_________0, 5, 2, Chinese
Henry VIII,_____Elizabeth I,_______1, 6, 3, English
Genghis Khan,__Bortei,___________0, 3, 0, Mongols
Cunobelin,_____Boadicea,________1, 3, 0, Celts
Tokugawa,_____Amaterasu,______0, 2, 2, Japanese
Canute,_______Gunnhild,________1, 7, 3, Vikings
Philip II,____Isabella,____________1, 4, 3, Spanish
Xerxes,_______Scheherezade,_____0, 5, 0, Persians
Hannibal,_____Dido,_____________0, 6, 1, Carthaginians
Sitting Bull,_Sacajawea,__________0, 6, 0, Sioux


Exile means you can then change the graphical colours used by the tribe in the cities.gif file, say from white to blood red.

P.S. any modifications to the rules.txt that alter AI behaviour would be well received here, as there is a lack of empirical research in that department.

Last edited by Panda on 05-08-2005 at 02:08

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 04-08-2005 23:07 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton or Terrorists Win

Exile:

Hmm ... so if I'm reading you correctly, if I were to switch the Romans to the purple color group, their cities would show up as purple, but the units themselves would retain the white flags?

If I do anything, it wouldn't be more than switching civs among color groups. I'm red-green colorblind, so any further monkeying around with colored .gifs and whatnot probably isn't the best idea.

Thanks for all the detail!

Gatekeeper

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 04-08-2005 23:17 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

Panda:

The second number is representative of the color group, correct? (I haven't done much with the RULES.TXT file for the past year or so, hence the trip down memory lane.)

WRT AI-behavior changing alterations to that file, I can post what I did with the cruise missile entry if anyone would be interested. I also created a custom unit using one of the "extra" units (the shogun-looking figure); it became an elite shock trooper. Same with the boat-like extra unit ... it became a "stealth" transport, capable of carrying up to four units. The balloon-like extra unit became a dirigible, usable from mathematics up until gunpowder. It's an offensive weapon, with roughly the same power of a crusader, but a low defense (but also has the "chopper" ability ... i.e., it never has to land).

Insofar as I can tell, none of those changes have made the game unbalanced, but that just might be my perspective.

Gatekeeper

P.S. Oh, one more thing: The AI also uses cruise missiles against the shock trooops I made, as well as spies.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:37
  Old Post 04-08-2005 23:21 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by Gatekeeper
Hmm ... so if I'm reading you correctly, if I were to switch the Romans to the purple color group, their cities would show up as purple, but the units themselves would retain the white flags?


No. Exile is talking about changing the graphics to change a civ's colours, something a bit different from what you were saying.

Simply swapping the Romans with some purple civ in the @LEADERS section of the rules will do the trick, just like you thought and just like Panda demonstrated.

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 05-08-2005 00:41 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Inflate your Upload Space

Mercator:

Excellent. Hmm ... has anyone reorganized the groupings, or are most satisified with how the programmers organized the civs? Me? Heh. I'd like to get it so China and America can play against each other. Or the Draka (the re-named Zulus; done because S.M. Stirling's dystopia is such a good read) and Japan.

Gatekeeper

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 05-08-2005 00:46 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Lose 30 kilos (of popups)

BTW, if I were to switch the Romans and, say, Mongolia, would the change be reflected in the game set-up screen where you choose which nation you're going to play (i.e. the purple group would be grouped together, ala Romans, India, Sioux and Mongols, Russia, Celts)?

Gatekeeper

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:37
  Old Post 05-08-2005 01:22 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton buy from Amazon

Hmmm, ah yeah, so it's the 2nd number that indicates the colour. I would think that the order in the game setup screen follows the order in the rules. I.e. the first 7 in the first column, 2nd 7 in 2nd column etc.

Or, err, maybe not... I haven't actually changed this.

*looks at Panda*

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 05-08-2005 02:19
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Increase Your PM Length

I've edited the above post to make the groupings slightly easier to read. Yes, I was unhappy with the original groups and did this so that the ancient world civs could all be in play at once, and so could the European civs. The second value in the Rules.txt is for tribe colour.

As far as I can remember, the set-up screen is in the same order as the civs in the rules.txt, so if you swapped the Romans and Mongolians lines over then the Mongolians would be in the top-left. This would still mean that the Mongolians would use the Roman leader portraits, and vice versa.

Choosing the AI opponents is taken by presenting only the first non-human tribe colour, e.g. Green, and only presenting civs of that tribe colour. This means that you could force your opponents in each game by only having one civ for a given tribe colour.

Hope that's what you wanted.

edit: just to make that more explicit for your original question, do not swap the lines over, just give the Romans the value 0, 7, 1. You don't need to replace them in the white group.

AFAIK the AI will use missile unit differently depending on the cost of the missiles and the cost of the defending unit, and I *think* that a/d/m values are pretty much ignored. Just from observation of some scenarios to have used them.

Last edited by Panda on 05-08-2005 at 02:30

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 05-08-2005 13:16 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Avatar Enlargement: We've got the solution

Panda, et al.:

OK, I think I get what you're saying; let me summarize:

1. If I switch the tribe colors (i.e. white Romans to purple Romans, purple Mongols to white Mongols), the tribe will assume its new color, but will retain its original leader portraits (i.e. Caesar isn't going to suddenly morph into Bortei).

2. Unless I switch the *lines* of the tribes in question, they'll remain in their original position on the tribe selection screen(s) even if they're no longer in that particular color group (i.e. purple Romans will still be in the upper lefthand corner of the selection box).

On a related note, here is what I've done with the "extra" units (note: they have no sound effects ... don't have the right software to properly sample audio files for them):

quote:
Shock Troops, nil, 0, 1.,0, 14a,3d, 4h,2f, 8,0, 0, Pla, 000001000000111
Stingray, nil, 2, 7.,0, 0a,6d, 3h,1f, 7,4, 4, Pla, 100000000001001
Dirigible, Fli, 1, 4.,0, 8a,1d, 1h,1f, 5,0, 0, Inv, 000000000000001


The following is the modified missile code:

quote:
Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 4,0, 0, Roc, 001000000000000


I'm sure it's pretty low-level stuff by SL standards but, hey, a person's gotta start somewhere!

Gatekeeper

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
  Old Post 06-08-2005 08:38 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Gatekeeper
On a related note, here is what I've done with the "extra" units
.
.
.
I'm sure it's pretty low-level stuff by SL standards but, hey, a person's gotta start somewhere!


There's nothing low level about creating a good unit mix! Developing a varied balance of unit stats is one of the most vital parts of a scenario. I can't think of a better way to learn the ropes than what you're doing here. It's an iterative process.

Your shock troops, for example, address gaps in the vanilla Civ2 unit mix: Marines aren't particularly cost-effective, Alpines can't infiltrate, and partisans are weak. I'm going on dim memory, but these ST's seem like an excellent buy for the money. If, however, they end up being the only unit an advanced civ buys, then perhaps the cost is too low.

Dirigible is an excellent idea, too. A vulnerable attack/recon unit available with Fli. The iterative balancing comes with comparing 8a/1h/1f at 5 gold vs 4a/2h/2f at 6 gold. Will a player opt for both or just pick one 99% of the time?

Keep posting your ideas. Maybe they won't all be masterpieces, but they will stimulate some thought that'll help us all.

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 06-08-2005 12:27 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Full PM-box? Change here!

Boco:

Why, thanks for the praise! I've also added a bit to the tech tree, so that it takes longer, for instance, for a nation to acquire nuclear weapons and, coincidentally, SDI improvements.

Insofar as I can tell, each AI nation typically has no more than six to 10 shock troop units at any one time ... but, boy, does it ever splurge on cruise missiles and bombers/stealth bombers (which haven't been modified by me). At least with the missiles, it's *using* them instead of stockpiling them, which is what it did before I cheapened them by 10 shields or so. Before the change, I'd encounter AI cities with up to 10 missiles in them ... nowadays, usually not more than two or three, the rest having been expended against my invading/defending armies!

Gatekeeper

Elok is offline Elok
Prince
Land of Ramen Dragons
Mar 2003
time: 00:37
  Old Post 06-08-2005 18:16
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

Okay, one last clarification.

Suppose that I start a scenario with the ordinary rules.txt and all (as is usually the case), and have the ordinary white Romans and purple Mongols. I then modify rules.txt so that the Romans are purple and the Mongols white, and put it in the [nameofscenario] folder so Civ2 versions from FW and up will use it instead. But will it use it WRT colors? Will it read rules.txt and change the colors accordingly with each reading, or will it keep the colors the same as their initial value assigned at the start of the scenario under normal rules.txt?

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 06-08-2005 20:39
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Increase Your PM Length

WTF is WRT??

edit: oh, "with regards to" would make sense.

Ahem. No, it's not dynamic, so you'd need to start your base game using the modified rules.txt. Not a problem if you modify the start directory for the civ2.exe file to that of the scenario directory.

Last edited by Panda on 06-08-2005 at 20:45

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
  Old Post 06-08-2005 22:06 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Tired of ads?

quote:
Originally posted by Gatekeeper
Insofar as I can tell, each AI nation typically has no more than six to 10 shock troop units at any one time ... but, boy, does it ever splurge on cruise missiles and bombers/stealth bombers (which haven't been modified by me). At least with the missiles, it's *using* them instead of stockpiling them, which is what it did before I cheapened them by 10 shields or so. Before the change, I'd encounter AI cities with up to 10 missiles in them ... nowadays, usually not more than two or three, the rest having been expended against my invading/defending armies!


This is definitely not low-level stuff. A major, yet poorly understood, area in scenario design is understanding AI behavior. We don't know the specific 'decision points' that influence whether the AI will build, expend, or hoard missiles. IIRC in vanilla Civ2, its common knowledge that the AI will hoard CM's unless CV's and BB's are remotely in range. By cheapening CM's, you're confirming a trend we've seen, too: the AI's willingness to use units depends on the costs of both defender and attacker (as well as the chance of success). If you show specific examples (screen dumps?) of how the cost and/or combat stats influence AI behavior, then you'll be raising the bar a bit — e.g. this is what the AI does with 'conventional' CM's if you load a specific SAV file vs. what the AI does with tweaked CM's.

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 07-08-2005 03:44 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Hey, glad to see I helped contribute a wee bit to SL discussions WRT cruise missile usage, shock troops and whatnot.

I can't provide screen shots comparing CCC and MCC, though, since once I was sure my alterations wouldn't screw up the game, I went into the original RULES.TXT file and changed it. I suppose I could reinstall Civ II, but ...

BTW, and this is likely common knowledge here, but it seems that no matter what is done with the carrier unit, the AI *cannot* use it effectively. It's almost like it's hard-coded into the program to ignore that entire line. What's odd about that is it uses every other naval unit effectively, including my customized "stealth transports," i.e., the Stingrays.

Gatekeeper

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 07-08-2005 06:00
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Gatekeeper
BTW, and this is likely common knowledge here, but it seems that no matter what is done with the carrier unit, the AI *cannot* use it effectively. It's almost like it's hard-coded into the program to ignore that entire line. What's odd about that is it uses every other naval unit effectively, including my customized "stealth transports," i.e., the Stingrays.


Actually that's kind of a common assumption, but in fact this is again a result of AI cost perceptions. Lowering the build cost of the carrier, in fact halving the cost, will see the AI actually recover air units (especially damaged) and re-launch costal strikes.

Yes, this does change the nature of the unit itself, which *we* see as being the equivalent of a massive Nimitz class carrier that should be able to take care of itself. In Civ2 Carriers do not use on-board fighters as interceptors, so we not only need to modify the unit stats so the AI will use it, we also need to modify our perception of what the unit should be to fit the stats.

Screenshot is from a recent game using modified rules.txt. Greeks are AI controlled, my Russian cities above and right.

Attachment: image2.gif
This has been downloaded 40 time(s).

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
  Old Post 07-08-2005 06:54 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Can you post the Rules modifications that led to this? [Edit] Or is it a cost only change? [/Edit]

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 07-08-2005 07:07
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Full PM-box? Change here!

Carrier, nil, 2, 7.,0, 0a,9d, 4h,2f, 8,0, 2, X1, 010000010000000

Cost, and removed the attack value that should never have been in there. Ignore the tech pre-req.

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 07-08-2005 07:49 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Browse Apolyton AD-FREE

Panda:

Thanks for the heads-up on the carrier modifications. I've tried forever to get the AI to use 'em ... I've already modified my RULES.TXT to reflect what you did, so hopefully your trick will do the job.

I'd love to see the AI try to pound my cities with carrier-based bombers, even if they're just half-repaired ones.

Gatekeeper

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 07-08-2005 08:19
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton buy from Amazon

I should just add that the version I use is my dearly loved FW and I can't guarantee that the AI for other versions (inc Mac) will perform the same way, though for FW it is consistent. Happy civing.

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 07-08-2005 10:45 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Put an end to popups!

Sheesh. There's always gotta be an "out"!

Gatekeeper

Elok is offline Elok
Prince
Land of Ramen Dragons
Mar 2003
time: 00:37
  Old Post 07-08-2005 17:14
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton buy from Amazon

Yeah, good escape. I wonder, could this inspire the AI to use land-based "carriers" as well? I know land units can't actually carry, but if the AI would just use them to refuel air units it'd be cool.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
  Old Post 08-08-2005 01:27 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Avatar Enlargement: We've got the solution

I'll bet that the ToT AI isn't significantly different in combat tactics and strategy between versions, except in diplomacy. [Boco ducks out as others point out his obvious lack of research. ]

Panda, that's a good alternative Rules.txt that you posted over in CivFan. Didn't want to hijack Broken_Erika's thread, so instead I'm hijacking Gatekeeper's (well-l-l-l we are talking in more general terms about Rules.txt ). Interesting premise to delay the onset of the modern age.

Unless constrained by self-imposed limits many players wipe out the AI before the modern era in vanilla Civ2. Do you guys play with any house rules? Last game I played, I forced myself to launch to AC before conquering the world (and no, I neither landed early nor captured all cities within the span of a space flight )

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 08-08-2005 02:29
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'm sure Gatekeeper won't mind a little thread-reorientation in the name of wider knowlegde sharing, especially when I know he does favour self-imposed restrictions. To that end I'm re-posting the modified rules.txt variant I use in my games that was posted over at CivFan. Gamekeeper, you should find this interesting:

quote:

I've attached the modified rules.txt I'm currently using for my games. You'll see that the extra techs are mainly to delay the industrial age, especially RR, and that many of the modern units are pushed to the far end of the tech tree. Units were also re-organised for efficient use of sound associations (just something I've always seen as good practice).


Thanks for the praise, Boco.

To be honest I never play vanilla games, or specifically early-landing or early-conquest games that are so popular with the Strategists, though I am of course extremely grateful for their tips and empirical research. I do use the Super Science City and Super Production City strategy, of course, because I think that once you've incorporated it you can't really go back. Well, you could, I'm just not that self-disciplined. So most of the few regular games I play are simply play-testing rules.txt variants.

One idea does occur of reducing the cost of Caravan units to see if the AI produces more of them.

Attachment: rules.txt
This has been downloaded 1 time(s).

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 08-08-2005 05:44 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Civilization 2

Heh. Yes, I'm very much into self-restraint when it comes to playing a Civ game.

Now, onto business: So far, the AI isn't taking the bait WRT carriers. I've lowered the cost to 60 shields, given it two-square visibility, AEGIS-like defenses, even gave it a slight attack value (only after the AI didn't use it with a zero attack value), yet nothing seems to work.

Seems like I remember reading somewhere years ago that the programmers deliberately made it so the AI wouldn't use carriers. Obviously, that's not true for all versions of Civ II, but it must be for some, like Civ II Mac.

Oh, well. I'll keep trying on and off. Who knows? Maybe once it costs only 10 shields and has a defense factor of 99 the AI will use it.

Gatekeeper

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
  Old Post 08-08-2005 05:58 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Got spare money?

quote:
Originally posted by Gatekeeper
Heh. Yes, I'm very much into self-restraint when it comes to playing a Civ game.


quote:
Originally posted by Gatekeeper
Seems like I remember reading somewhere years ago that the programmers deliberately made it so the AI wouldn't use carriers.

Are you saying its the slot or any unit with the CV flag?

quote:
Originally posted by Gatekeeper
Oh, well. I'll keep trying on and off. Who knows? Maybe once it costs only 10 shields and has a defense factor of 99 the AI will use it.

I know in my line of work, we often start at an extremely contrived set of parameters to prove a concept, then tweak the parameters to get to practical settings. Sounds like that wouldn't hurt here. Still, Panda has gotten the AI to make them. Hafta admit that I'm sceptical that the differences between your examples are due to versions — it's gotta be another inconsistent variable in your respective set ups.

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:37
  Old Post 08-08-2005 07:27
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Put an end to popups!

I'll repeat that this is consistent for FW and the carrier unit is not tied to slot no. 43.

edit: I'm trying to find the original tip for lowering the costs on my HDD, but I can only find one discussion about this that indicates the carrier won't be used in slot no.43. Is this where yours is? If so, try swapping it for another.


The above screenshot was taken using rules.txt variant where the carrier was in slot no.55. I've also gotten this to work in two scenarios, and I'll post the rules.txt entries here to demonstrate:

From 1941:
Aircraft Carrier,FP,2, 8.,0, 0a,8d, 10h,1f, 8,0, 2, Exp, 000000010000001

From Atomic Age:
Aircraft Carrier, Cmp, 2, 7.,0, 0a,6d, 4h,3f, 7,0, 2, Csc, 000000010000000

Gatekeeper, I really think you'd be better served trying to replicate the results I had using the same stats, rather than trying to make the unit more attractive, even if this means playing a few more games. I should have mentioned that there is a contextual factor as well in that there must be an ocean between the two of you for the AI to consider launching costal strikes. I have also observed the AI transporting multiple fighter units to overseas cities on Carriers and then flying them off. I won't believe I'm the only one to have seen this.

Last edited by Panda on 08-08-2005 at 07:40

Gatekeeper is offline Gatekeeper
King
United States of America
Feb 2000
time: 23:37
  Old Post 08-08-2005 10:47 Visit Gatekeeper's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Avatar Enlargement: We've got the solution

Hmm. How does the numbering system work on these slots? Is No. 1 the very first unit in the list? Anyway, it does seem like I remember reading about how the slot itself might have been why the AI didn't use carriers.

Can one merely cut and paste entire lines of code? I've never done that, partially because I know the program is sensitive to placement of coding.

As for my own playtesting efforts, well, I always play on an Earth map, and make sure seafaring nations are among the mix of nations. Lately, I've simply put my settler to sleep and "fast-forwarded" the game to see if the AI ever uses carriers once it has the tech. So far, no luck. A few times I've given the AI all technologies ... still no luck ... not even with major seafaring nations. Battleships, cruisers, destroyers, Stingrays, subs ... you name it, the AI uses it ... except for the carrier.

Gatekeeper

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:37.
Apolyton Time is 00:37.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0699 seconds (92.15% PHP - 7.85% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net