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JSnider
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Boiling Springs, PA
Dec 2000 time: 05:14
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prefer slowing it down, or if possible an escalating chance of success, so starts low and rises with time or something. thus later in game greater chance vs right away before folks know your a nasty conqueror. And yes this mod with frenzy make the game at least playable and less predictable .. also i always offer something for advances (just cause it don't need to doesn't mean won't simulate that it works right).
so thanx for the great work .. and looking fwd to 3.x
jsnider
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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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David:
In light of your concern I agree. It is difficult. But I'm getting the balance with all the feedback. Thanks all.
ALL:
I tested my increasing chance of maps theory, and it still went too fast. So I changed it to 1-in-300 chance at the start of the game increasing by 1 point to a 1-in-100 chance by turn 200 where it flattens out. After testing 5 starts to turn 200, the AI has definitely slowed it's map swapping. On average I found that by turn 50 only two civs had swapped maps. By turn 100 up to 4 had, and by turn 200 nearly all. However, on a realistic point, most AI's did not have current information on the other AI's. It was outdated and basic.
V3.2 release:
- Implements above increasing-chance formula for map swapping.
- NEW PROPOSAL: Request/offer break agreements. Can break agreements with a third party. Eg. Have peace treaty with civ[a], civ[b] at war with civ[a], offer to break agreements with civ[a] TO civ[b]. If they accept, civ[a] dislikes you more, civ[b] likes you more.
- Halved AI acceptance of human proposals. Harder to get stuff through an AI now (pointed at advance problem).
- "Catch" put in to slow diplo activity from an AI if at war with you.
Download when Rich puts it in the DB. I believe now that we are at an end for Diplomod development. I feel happy now with how the AI performs diplomacy, between itself and with the player. Thanks for all the support and feedback. BTW, to see what the diplomacy model CAN do, take a look at "treaty.jpg" in the zip file. I got sent that after paying off a civ to keep them happy while I beat the crap out of the Americans. You'd never see that with the normal CTP2 diplo model.
------------------
Author of Diplomod. The mod to fix diplomacy.
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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JSnider
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Boiling Springs, PA
Dec 2000 time: 05:14
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If and only if now, as with the adds you plan it sounds great, want to build on increasing chance with time you could postulate that after a certain point the chance would go down again, the old bell curve approach to life. in effect at start they don't know you (so don't trust you), then with time you become familar (increased chance), then with more time they are sure they can't trust you (decreased chance). just a thought ...
jsnider
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Hey ya AI did that too........Theve always been @$$es to me too.I think they too nice tho.I asked for there capitol and they gave it to me......Then i just built up in the center of there CIV.And i dont care what kind of mods you guys come out with the AI will always
Fortify near your capitol, Use your Roads , and send settlers into your borders.........no diplomod can fix that 
----------------------------
"Over the fence quickly , and save your strength for the top, get over the fence quickly!"-Lou Armistead Rallying his Brigade ;During Pickets charge Shortly before the Union Line Collapsed
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David Murray
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My latest observations are that the AIs all seem to be very chummy with each other...but don't create any alliances/treaties or anything with each other. The AI hasn't been very forthcoming to me yet either...it's just been getting mad and talking about resenting me for sharing the same continent...hmmm...I'm at 150BC on very hard level and already Japan has got gunpowder, so let's see how things go later in the game....
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BlueO
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Maybe its a feature! Enemy spies broke into an English Embassy and made that fake proposal!
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David Murray
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Yep...in the previous turn I had forced them into a peace treaty and a military pact to get them to attack Japan, whose military power was becoming quite substantial...but still, I think it's a bit of a strange request. I mean, I threatened them into accepting so they obviously shouldn't be telling me to cancel it next turn...?
Also, does the AI create peace/trade/ally with each other? In my game, they haven't done so yet...oh well, I'll keep watching....
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BlueO
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Not sure where to post this exactly, so I'll post it here. Finally downloaded the new version fo diplomod, and volia, it works great!. So I went ahead, and make a small change to the frenzy AI so the player can have peace treaties with the AI and not be attacked. Don't know if this code works but here it is, just cut and paste to the end of the Frenzy AI slic file.
code:
HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON setup' pre {
DisableTrigger('FAI_FRENZY level');
DisableTrigger('FAI_FRENZY_ADDON setup');
}
HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON everyturn' pre {
if (!IsHumanPlayer(player[0]) && FAI_INIT == 1000) {
if (FAI_FRENZY != 4) {
if (!HasAgreement(player[0], FAI_HumanNumber, 32) && !HasAgreement(player[0], FAI_HumanNumber, 33) && !HasAgreement(player[0], FAI_HumanNumber, 38)) {
if (FAI_FRENZY == -1) {
FAI_FRENZY = 4;
} elseif (FAI_HateLevel[player[0]] >= FAI_HATE4_COEF) {
FAI_FRENZY = 4;
} elseif (FAI_HateLevel[player[0]] >= FAI_HATE3_COEF) {
FAI_FRENZY = 3;
} elseif (FAI_HateLevel[player[0]] >= FAI_HATE2_COEF) {
FAI_FRENZY = 2;
} elseif (FAI_HateLevel[player[0]] >= FAI_HATE1_COEF) {
FAI_FRENZY = 1;
}
} elseif (FAI_FRENZY != -1) {
FAI_FRENZY = 0;
}
} elseif (HasAgreement(player[0], FAI_HumanNumber, 38)) {
FAI_FRENZY = -1;
} elseif (HasAgreement(player[0], FAI_HumanNumber, 32)) {
if (random(100) < 90) {
FAI_FRENZY = -1;
}
} elseif (HasAgreement(player[0], FAI_HumanNumber, 33)) {
if (random(100) < 50) {
FAI_FRENZY = -1;
}
}
}
}
[This message has been edited by BlueO (edited February 04, 2001).]
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