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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > AI avoids huts???
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Alpha Wolf is offline Alpha Wolf
Chieftain
Prince of the Barbarians
Feb 2001
time: 05:14
Post  Old Post 14-12-2000 12:50 Visit Alpha Wolf's homepage!
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#1 Report this post to a moderator
AI avoids huts??? Enter the AD-FREE zone

Has anyone noticed that the AI units avoid the huts? I even tried to lead a unit right into one and it still went around it. And frequently I'll find civs that have huts right next to their cities.

Has anyone seen any indicators that tells the AI to avoid huts? If so, lets turn them off.

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History is written by the victor.

Harlan is offline Harlan
Civ3 Scenario Haven Admin
Berkeley, CA, USA
Aug 2005
time: 21:14
Post  Old Post 14-12-2000 13:28
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I've seen the AI walk into huts, so they don't avoid them. I think its more of a case of them not caring whatsoever to seek them out, so the only way they'll find them is pure luck. Some other mission a unit is carrying out has it happen to walk over a hut. Probably not fixable by us, what a shame.

Alpha Wolf is offline Alpha Wolf
Chieftain
Prince of the Barbarians
Feb 2001
time: 05:14
Post  Old Post 14-12-2000 19:54 Visit Alpha Wolf's homepage!
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Remove this text

Yeah, it seems silly to see a fortified AI unit between 2 huts, or a the other day when I found 4 huts within their borders. Seemed like in CtP1, that finding huts was a goal of the AI.

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WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
Post  Old Post 15-12-2000 01:13 Visit WesW's homepage!
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Got spare money?

The goody hut priority is set "really" low in the strategies.txt, so I have no doubt that the AIs will not enter them if they have anything else affecting their decisions. I have changed this dramatically for the Med mod.

Alpha Wolf is offline Alpha Wolf
Chieftain
Prince of the Barbarians
Feb 2001
time: 05:14
Post  Old Post 16-12-2000 14:54 Visit Alpha Wolf's homepage!
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Thanks for the tip. I up it drastically also and now the AI goes right after the huts. So getting even more too easy when I was getting all the huts.

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Ioannes is offline Ioannes
Settler
Dallas, TX
Dec 2000
time: 05:14
Post  Old Post 19-12-2000 08:42
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It might be my imagination or paranoia but later in the game when the AI has not taken a goodie hut it has been my misfortune to find that they are loaded with barbarians. However, I do usually play with marauding barbarians.
Then again, it could just be me.....

lozina is offline lozina
Settler
Mt. Kisco, NY USA
Mar 2000
time: 05:14
Post  Old Post 19-12-2000 12:51
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i know in the games i play they usually head straight for them as soon as they build units and are not under and threat or invading someone

Alpha Wolf is offline Alpha Wolf
Chieftain
Prince of the Barbarians
Feb 2001
time: 05:14
Post  Old Post 19-12-2000 21:12 Visit Alpha Wolf's homepage!
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I've noticed too that huts remaining late in the game tend to be barbarians also. But thats not always bad if the barbarians are close to AI cities

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hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:14
Post  Old Post 20-12-2000 10:48 Visit hexagonian's homepage!
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Alpha,

Could you post your setting, so us 'brain-impaired' players know what to do and where to change it?

Thanks

Alpha Wolf is offline Alpha Wolf
Chieftain
Prince of the Barbarians
Feb 2001
time: 05:14
Post  Old Post 20-12-2000 04:04 Visit Alpha Wolf's homepage!
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In aidata\strategies.txt you'll see

GoalElement { Goal GOAL_GOODY_HUT Priority 450000 MaxEval 10 MaxExec 3 }

repeatedly. I raise the default to 450000 in most cases. Not so high that its the top priority, but now they wont ignore them. i still occasionally find a hut the AI bypassed but not nearly as often. Not sure what the maxeval and maxexec are.

This is a really interesting file as it tells the AI its priorities. I've played around alittle with it but not as much as I should.

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