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 > Miscellaneous > Archive > Civ3-The List of Ideas for Firaxis - Archive > AI (ver1.0): Hosted by mindlace
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Mo is offline Mo
Warlord

Apr 1999
time: 05:14
Post  Old Post 01-10-1999 06:10
Edit/Delete Message Reply w/Quote
#61 Report this post to a moderator
Full PM-box? Change here!

One important aspect that the ai hasn't gasped is how to use nukes. It should drastically limit the use of nukes except when its existance is threatened or when it was nuked. In civII I've seen the computer lob nukes around all the time without any respect for what its doing.

Mo is offline Mo
Warlord

Apr 1999
time: 05:14
Post  Old Post 01-10-1999 06:11
Edit/Delete Message Reply w/Quote
#62 Report this post to a moderator
Tired of ads?


<font size=1 face=Arial color=444444>[This message has been edited by Mo (edited October 01, 1999).]</font>

AlexanderIII is offline AlexanderIII
Warlord
Canada
Aug 1999
time: 05:14
Lightbulb  Old Post 03-05-2000 10:16
Edit/Delete Message Reply w/Quote
#63 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

One thing I would REALLY like to see is scripts for terraformers! this is such an essential concept I'm surprised it has not been mentioned much. I'm a SMAC gammer mostly, and I profess I have not played CivII much, but I cannot count the number of games played where I spent too much bloody time micromanaging everything cause the formers didn't know how to terraform if they were compelled by god himself! So the game lands up being so long that I have rarely finished one. So please, let us use scripts for the formers. Have a right click menu item called "Select Script". You would then go to a dialogue box where you could select a script out of a list of game defaults, including custom scripts you make up yourself. That way you could have your formers (and any other unit for that matter) react intelligently to any given situation you write for it in the script. Even moreso for the non-builders, if the script idea were extended for all units what you might have is people who would win based not only on their own in-game strategies, but on the merit of their unit's scripts. You might have battles run entirely by scripts and script contests to see who's scripts win! A true simulation come of age it would be.

As far as the script vs .dll debate, I for one am not a programmer but I do have some experience with VBscript and Javascript, and, having spent many an enjoyful hour modifying the script files in SMAC to acheive some pretty cool results, I favor text file scripts. AND, you could compensate for speed by putting in a script compiler in the game which upon startup would convert all those unweildly scripts into .dll's or anything else you want. That way you have ease of use AND speed. And if you're worried that too many units X too many scripts = game meltdown (or slowdown), just put in a ruling limiting the total number of different scripts usable across the board to a number, say 25 or 50.

And while you're at it, why edit pure text files for the scripts and worry about trying to find the right file to modify? Include a script editor in the game which would categorize and sort all scripts into one big text file to be compiled upon game startup or in game whenever you create a new unit script.
<font size=1 face=Arial color=444444>[This message has been edited by AlexanderIII (edited May 03, 2000).]</font>

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
archivepost
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 0.0352 seconds (84.65% PHP - 15.35% MySQL) with 31 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