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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:14
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Well, here's the one you've been waiting for!
I would like to introduce the new Diplomacy/Frenzy mod. Written by Dale (diplomacy) and BlueO (frenzy).
I need someone with a website to host it for me, I don't have one. Here's the readme.txt for a teaser. 
/////////////////////////////////////////////////////////////////////////////
//
// Diplomacy/Frenzy script AI for CTP2
//
// Diplomacy by Dale
// Frenzy by BlueOrange
// Other MODS by Dale
//
// Finished: 14-Jan-2001
//
// Free for public use and modification
//
/////////////////////////////////////////////////////////////////////////////
Filelist:
---------
readme.txt - This file
ctp2_data\default\aidata\diplomacy.txt - Updated diplomacy models
ctp2_data\default\aidata\Goals.txt - Updated goals
ctp2_data\default\aidata\ImprovementLists.txt - Updated improvement lists
ctp2_data\default\aidata\strategies.txt - Updated strategies
ctp2_data\default\aidata\UnitBuildLists.txt - Updated unit lists
ctp2_data\default\gamedata\diplofrenzy.slc - SLIC script for changes
Installing:
-----------
1 - Unzip files to Call to Power 2 install directory.
2 - Open ctp2_data\default\aidata\script.slc in notepad.
3 - Change #include "diplomacy.slc" (at end of script) to #include "diplofrenzy.slc"
(I have included new eventhandlers for the ones in diplomacy.slc)
4 - PLAY!
Changes:
--------
1 - New diplomacy models for AI to AI and AI to HUMAN interaction.
- AI will not by default refuse another AI's proposal.
- AI has higher priorities for making proposals. This makes the AI make proposals.
- AI's with same governments are more likely to become friendly.
- AI's of different governments will be more neutral.
- AI/Human interaction will be more agressive/demanding.
- AI's in FRENZY will only consider/respond to Cease-fire treaties.
- Increased AI priority to build embassys with others.
- AI will build slightly more diplomats.
2 - BlueOrange's FRENZY script.
- Implemented into new diplomacy model.
- Changed so possible to return from FRENZY level 4.
- In FRENZY, AI's will consider a cease-fire (returning them to normal diplomacy and FRENZY level 0)
- Changed HateLevel so FRENZY level 1 begins at 15. (This allows normal diplomacy from AI when all you have is a
border skirmish)
3 - Other changes I saw as nice ones.
- AI will build cities in 'nicer' areas.
- AI will defend cities with more units.
- Increased road desirability. (Causes slightly more roads to be built by AI)
- Increased maximum amount of special units build by AI. (Needed so AI could build diplomats)
Suggestions:
------------
1 - Increase AI timeslices in const.txt.
2 - Play on larger maps. My diplomacy model works better on them.
3 - Don't play with an un-modified version of CTP2, it's no challange. 
Notes:
------
After playing a couple of games with the new models in force I noticed the following:
1 - AI's will now generate positive regard for other AI's (increasing likelihood of treaties/alliances)
2 - Due to internal programming settings of the game, it is actually pretty hard for an AI to have a treaty with another AI.
The problem lies in that to consider a treaty an AI is not allowed to have been in a square controlled by the considering AI
for at least 5 turns. Knowing how the AI plays (roaming through your area and fortifying units near you) this becomes a slim
chance. However, I found the bigger the map, the better this chance is. Especially for AI's that are on opposite sides of
the map. So, though it didn't occur very often, a treaty can exist to the best that SLIC can do. Maybe Activision can do
something about this setting in a patch?
3 - As an AI increases in frenzy, it kills more of your units/cities and drops back down again. Then when the time is right
it will consider a cease-fire with you, thus ending the war. Wars become longer, harder to fight, and more intense. But
there can be an ending to the war.
4 - Once a war has started, the AI will not accept any proposals. I had to do this because there is no way to check if two
players are at war/peace/ally or whatever. Therefore, only the AI will initiate a cease fire.
5 - The AI built slightly less cities, but because they were in a 'nicer' area the cities were better.
6 - When entering war, you can't just sit on your ass and wait. You have to kill off the AI's productive power quickly.
This will increase frenzy, but a protracted war only benefits the AI.
7 - The game in general is a freaking lot harder!!!!!
End:
----
I hope you enjoy the mods I made. Thanks to BlueOrange for the FRENZY script. If you have suggestions/comments, email me.
Dale
dale.kent@mel.alphawest.com.au
------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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kormer
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Is there a way to possibly make the AI only cross boarders when at war with someone, or preparing for a war. Even when you tell them to leave they still don't even if they agree. I guess the main goal diplomaticly would be to make the AI play nicer, right now that just get pissed and by the end of the game its just a big world war.
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ASHBERY76
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ENGLAND
Jan 2001 time: 05:14
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Well i tried the dimplomacy mod and the A.I still
arent making treaties with themselfs.
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thanatos.tod
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Germany
Jan 2001 time: 05:14
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Well, that mod is certainly teaching the AI to act somewhat strange. I just started a new game, after "installing" the mod and editing the files. I decided to "challenge" the AI on difficult. Well 2hrs and 300 turns later, I was really suprised how diplomatic the AI played,though getting asked for a map exchange every 5 turns made me wonder, but hell, who cares. As I was saying 300 turns later,it troubled me why the AI accepted EVERYTHING I asked them, so I wanted to find out how nice the AI really is, and asked one civ to give me a city, which it did, without any bad effects on my reputation or else. So I asked for another one, and another one, in the end every nation gave me ALL their cities. Spank my ass and call me charly but I don't think thats what u wanted the ai to do??!!What u need the player for then? He just has to harvest all cities in 2999AC.
[This message has been edited by thanatos.tod (edited January 23, 2001).]
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preacherman
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Seguin/Texas/usa
Nov 2000 time: 00:14
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dito with above post. Ai give you anything you ask for.
I installed frenzy but I don't think it is working, AI's are to nice.
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Here's an idea to work around the 5-turn-no-incursion limit. Reintroduce the instantaneous return to home space for trespassing units via SLIC. Use a teleport event to move offending armies back to the home territory of the trespasser. And after the teleport event occurs - try to tell the AI not to move into that territory for several turns. AI will then consider proposals from other AI. In fact, if there are objections to the insta-return, only implement it for AI/AI incursions. Any thoughts?
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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sounds like you just want to make all units expelable.
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