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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:14
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You sure pick the tough ones. So far as I know no one has ever been able to get the CTP2 AI to use Aircraft Carriers and Troopships effectively. However, last December Wes posted an e-mail he got from Darryl (Gemini) which I thought was so interesting that I saved it:
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Wes
Well, I just recently implemented them but so far I have seen the ai attack in stacks of 9 for air and naval units. To do this I set the priority for attack_troops_priority to the highest priority for all the aip files. It seems when other priority's took precedence that the ai would stack very ineffectively, for example you might see a stack of two or three for air and naval units when the explore or seige priority took precedence. Since I set the attack_troops_priority the highest in all aip files it takes cities a lot more effectively and more often.
Also, it seems that adjusting the min_attack ratio and max_attack_ratio to from 9.0 and down(i have 14 different aips for the war settings so I decrease this in each file) tends to have very good results for making the ai more inteligent about where to attack and when. Although I have tested this it is only the attack_troops_priority that seems to really get the ai to stack naval units in 9 a stack.
Also the distance_from_unit as well as the other distance priorities seems to have been interfering with making the ai a tougher opponent. Setting all these priorities to 0 has made the ai attack from farther distances and also made the ai less choosy about the cities it takes. For instance the per_capita modifier would make the ai not take easily taken cities, instead waiting for what appears to be a larger city to come into play. If that larger city doesn't come into play the ai seems pretty stupid and will just pass by or wait??? Crazy, but setting it to 0 has made the ai much more aggressive. I especially enjoyed it when I saw the Japanese attack the US mainland (seeing as my map is 120x240 at first it would only attack it's closest enemies), sending troop transport after transport to the mainland. I have also seen it use the aircraft carriers(but not often, still working on that).There still are some quirky ai behavioral problems going on but hopefully fixable.
Also I have set the num_city_defenders to different integers depending on the aip warsetting. I have randomized the aip files to switch on a random basis. I have created 14 seperate aip files just based on different styles of war to conduct and how many city defenders the ai will prioritize. Anyway, those are the major changes I can think of, sorry about some of the spellings for the priorities, I'm at work right now and I am going by memory.
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Bear in mind this is CTP1 stuff. It sounds like that, roughly speaking, aips = strategies; so that what he's done is to define 14 of his own strategies. But because of the fuzzy logic it imported, CTP1 was essentially incomprehensible and, unfortunately, I don't think that that there's any easy way to translate his results into CTP2. This means starting from scratch, but from what Darryl says it does seem that it *may* be possible to get the AI to fight a largely maritime war. Anyway, it looks like fun.
Darryl was working on this WW2 scenario for ages. I don't know whether he still is but he posts to the CTP1 Creation forum once in a while. As I recall he said he had tons of his own units, but this was a long time ago, not that long after CTP1 came out, and I don't know if he did all the stuff you have to do to make them look animated. (In fact, I don't know anything about graphics.) Anyway, it might be worthwhile contacting him and seeing if he has anything that he'd be willing to pass on. It's a pity he never got CTP2; he was getting pretty good at SLIC and is just the sort of guy who could make a real contribution to modding it now.
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