 |
|
Steve5304
|
|
Racine ,WI USA
Jan 2001 time: 05:14
|
|
My Friend on Mplayer said that He had found a Bad String that makes the AI confused between Rivers Roads and ways to return home? That would explain why the AI goes nuts at a river/Road junction with there constant back and forth. I asked him for it but he didnt give.....ill keep on him but if hes right, that would certainly explain alot.
|
|
|  |
 |
|
Howie
|
|
Madison, WI
Oct 1999 time: 05:14
|
|
I rarely post, but I have not seen this issue addressed, or I may have missed it.
I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet.
Here are examples of setting in DiffDB from Alpha.
Beginner=
# % amount to multiply production cost by per age for ai
AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0
AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9
Impossible=
# % amount to multiply production cost by per age for ai
AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW
AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW
Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels.
The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING!
I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name.
Has this been covered before? Am I missing something?
------------------
-- Red Eyed Civer (Dooh! It's 4:30AM again!)
|
|
|  |
 |
|
Alpha Wolf
|
|
Prince of the Barbarians
Feb 2001 time: 05:14
|
|
quote:

Originally posted by Howie on 02-13-2001 11:49 AM
I rarely post, but I have not seen this issue addressed, or I may have missed it.
I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet.
Here are examples of setting in DiffDB from Alpha.
Beginner=
# % amount to multiply production cost by per age for ai
AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0
AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9
Impossible=
# % amount to multiply production cost by per age for ai
AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW
AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW
Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels.
The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING!
I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name.
Has this been covered before? Am I missing something?
 |
I'd be interested in seeing what numbers you use also. There was a thread awhiles ago that talked about these numbers. I went by the concepts there and changed the numbers until I achieved my goals of the AI always outproducing me, and it seems to catch up when behind, and its hard for me to catch up science wise. The last game I played is on 1700 and I'm behind by 4-6 advances, and havent been able to catch up. We all have about the same number of cities, so I achieved my goal but that doesnt mean I'm using the the most efficient numbers. So much of moding is nothing but trial and error.
------------------
History is written by the victor.
|
|
|  |
 |
|
GAMEOVER
|
|
Washington dc, usa
Nov 2000 time: 05:14
|
|
COuld someone please explain to me step by step how to install the frenzy and diplomatic mods? I can barely turn my computer on and off, so i would appreciat ethe help.
|
|
|  |
 |
|
Gwap
|
|
Largs, Scotland
Jan 2001 time: 05:14
|
|
Thanks. I think I'll be installing that
Another thing I recently noticed. They ask me money for improvements.
But I guess that the "I give you advance and you give me money" whereby the money never arrives is a hardcoded "feature"?
|
|
|  |
 |
|
Gwap
|
|
Largs, Scotland
Jan 2001 time: 05:14
|
|
I'm sure that if Firaxis keep half an eye on this forum they are bound to put an easter egg or two in for several of us in Civ3
(if(Apolyton_member){
disable_bugs();
}
|
|
|  |
 |
|
Steve5304
|
|
Racine ,WI USA
Jan 2001 time: 05:14
|
|
Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality?
|
|
|  |
 |
|
Galatea
|
|
San Francisco, CA
Feb 2001 time: 05:14
|
|
Yes, I have. In a stack with tanks and artillery, my artillery was always front and center. Also, machinegunners stand by idle when they could use their ranged attack.
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:14
|
|
I know that battle lines are supposed to be drawn by placing the strongest unit front and center. I would assume that range/flank factors become secondary when drawing up those lines, so it can be likely that due to the numbers, ranged units can end up on the front lines. The coracle/archer battle is actually logical from the standpoint of the computer, because coracles have a defend factor, so they automatically will go on the front lines, and the archers line up behind. Factor in the defend modifiers and those boats could of defeated the attacking stack.
Certainly not realistic, but the computer works with numbers, not realism.
One thing I discovered in experimentation is that range factors have to start at 15. A range factor of less than that will put those units on the front lines, so if you tweak numbers, you have to take that into account.
I think that machine gunners have a range of 10 in the default game, so bump it up to 15-20 and see what happens.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|