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Oddible
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California
Jul 2001 time: 21:14
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Am loving the Apolyton Pack, thanks so much for everyone's efforts.
Having some issues perhaps some can elucidate...
Playing on Gigantic Maps
1) After I hit End Turn and just prior to the AIs' turns (as indicated by the color turn bar), periodically the system takes FOREVER to advance to the AI turns. The turn bar is black, the End Turn button has stopped blinking, nothin I do has any effect until the first AI's turn starts. Sometimes its just a few seconds, but at times, the wait can be up to 3-5 minutes!!! Will the 1.01 update help? Has anyone else seen this?
2) Same game, I am very far into this game. The saved game loads fine, but when I hit end turn, as soon as the first AI's turn starts, the game crashes and unloads. Worked fine until this turn (2568?). I can't get around this and its pretty much killing me. Have I played too long? Is there a maximum year I can play to? How do I get around this?!?
Any ideas appreciated.
Thanks in advance.
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Morr-go
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Finland
Aug 2001 time: 07:14
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Well I'm back, but hold that curse word there...IT DOES WORK!
The instructions made me see the big picture and then after some thinking I tried something new and it it works!
Thanks a dozen for that, but say...do you know if there's any way to move back the "dead-line" (the game ends normally 2200 A.D if I remember right)?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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quote: Originally posted by janilxx
BTW does AI vs AI wars ever end? |
The Apolyton Pack uses Diplo 3.6, which should allow the AI to make peace with one another. Cradle uses 3.5 which locks the AI into a warmoger state - MedMod is the most diplomatic/peaceful of the mods (it uses a slightly different version of 3.6).
Needless to say, I prefer 3.5, and am happy with a more unpredictable and backstabbing AI.
quote: Originally posted by janilxx
Yes I am playing hardest(impossible). And the start was hard. In fact it was not hard but I was just a really badly the worst player. Ten times worse than the number one. But I headed right to the monarcy and after that I got a good boost. And then I headed to the Diplomatic and recognized that I got republic with diplomatics too So my nation is republic and the year is 1AD. Now I am really getting upper in CTRL-K list. I suppose I am number 5 or 6(total 8) in rank. |
From what I can tell, the AI will act different based on its standing on the Power Graph. In my games, when I was near the bottom of the chart, I could not dictate terms to the AI (seems realistic to me), but once I got a good lead on some of the civs, I could demand peace/stop tresspass and get it. So boosting the AI at the beginning of the game will actually make for a better game in the long haul. Comparing MedMod, Cradle, and Apolyton Pack, the AI will start out with more advances, gold, settlers in ApolytonPack/Cradle.
If you want to try an experiment, go into the DiffDb.txt files for both ApolytonPack and MedMod and compare the numbers. You could boost the numbers in MedMod, so that the AI will get more advances/settlers/gold/PW at the beginning of the game.
Same with the risks.txt (goody hut and barb settings). Compare the two and see what you want to change in MedMod. My preference is to remove the ability to get free advances, and severely limit getting new cities/settlers, because those will greatly close the gap between the human player and the AI in the early going. The consequence is that you catch and overtake the AI a lot sooner, and then complain that the game is too easy I believe that adjusting those two files in MedMod will change the nature of a MedMod game.
If you want to take it further, compare MedMod's strategies.txt and Goals.txt files with the ones in Cradle/ApolytonPack. Those numbers will dictate the priorities for the AI including attacking, pillaging, exploring goody huts and so forth.
Morr-go
Locate the APOL.const.txt file (or whatever Dale used for his file prefix) - there is a line of text in there that determines the ending year of the game. Change it to whatever you want.
You will know it when you see it
Last edited by hexagonian on 21-08-2001 at 00:37
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Todesengel
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hm, can´t build the zero crime bill, althoug all related files (ver 1.02 are looking all right to me. Has anybody faced the same problem? Any ideas?
Praise the Dale
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Rusty Nail
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Copenhagen
Jan 1970 time: 05:14
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Dale: Your name/password does not work for me. Error message. Is something morre required, like a registration first?
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Todesengel
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Hej,
I changed the units.txt - now the Destroyer can bombard the shore as discribed in the manuel.
Attachment: apol_units.txt
This has been downloaded 28 time(s).
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Todesengel
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sorry about the spelling...
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Gen.Dragolen
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Well After playing the MedMod for most of the summer, I decided to try the Apolyton Pac.
It's been an interesting time trying to get used to the way the game plays. I have encountered some things that I still dislike about the mechanics of things like upkeep, units movement, and upkeep, but as a whole, the AI is at least keeping close.
I have discovered on disconcerting problem: you can't save and restart games with 31 AI's on a Gigantic map. At least not in W2k. When I finally get my old W98 machine pieced back together after having the motherboard die, I'll have to test to see if it is the size of the saved game or the way it is save that is screwing it up.
Playing on a huge map with 7 AI's has been challenging, but the inevitable has happened, where I pull ahead on Advances and then can't afford to mount a half decent defense force. Currently, I am had to convert from Pikemen and Archers to Musketeers and Cannons. I have had to keep 3 standing armies in the field to prevent one of the AI's from getting uppity on one border, so I have only a musketeer and a cannon in each city, with a few spies and some old Ironsides on picket duty.
As I go over the files for the units, I keep seeing where the upkeep costs are still a little out of line with the production a civilization can create. My largest city is only 21, and that took until the AD 1800's to get there, while the AI has had cities of size 28 for about 800 years...
I'm hoping that when I go to combine some of the mods into one, that I can make it so that if it is cheap to maintain a sizable army, navy and air force, that the AI will take a chance and go after the player's cities that lack a decent garrison
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vilius
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ft. lauderdale, fl, us
Apr 2001 time: 23:14
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hi,
noticed one bug, not sure if it was around before.
(U-big,15AIs,Hard) I have a couple AIs in good relationship; whenever I decide to get some cash, just go and ask for it from any of them, threaten to declare war and get it, repeat until they've got 0 (believe it's 0, since they give me less than I ask).
since I keep on giving some advances (to make use of their research power by trading), they look pretty ok with everything..
btw, I was thinking for a way to add city trading/selling, advance sale would be nice, no?
v
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Cube
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El Paso, Tx
Nov 2000 time: 22:14
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Hi,
I downloaded AP about a few weeks ago and started to play after reading the post. I usually play on very hard, max barbarians, and gigantic map, on medmod, but I got mad that the AI was always going broke and wasn't happy enough, so they lowered production and as result had little pollution, it's 2070 or so and there have never been any dead tiles, I mean come on that is so wrong. I still play medmod, out of loyalty for Wes and the Game is still Ok, just not great, and I like the new stuff. I started a game on hard, marauders, 8 players, and large map, and all I could think was WOW after a couple of turns, about 2000 or so BC.
all my AI players have at least one or 2 size 10+ cities and a lot of farms. One question, wasn't the Aqueduct needed before size 7 in the original? What's the point of having it available so early If it's not needed so early? I got Phalanx at about 2500 or so, isn't that unrealistic. I recently started to slave the Orange guy( the only one I have contact with) and as soon as I slaved it declared War. Is slaving considered an act of war(Yes I have never done it before!), and was it an act of war in the original?
does the AI pollute a lot in the game and if so do dead tiles appear at a reasonable time, 1950 or before? In the original I remember, the Agressive AI polluted like crazy and had their city's influence almost complete full of dead tiles. I want that Agian, maybe a little less. I also remember they had 200+ units, but never attacked me, even at war, and they could have whooped me bad even though I was more advanced. 
I've got an AI question, does the AI start out knowing who it's going to pick on, or who is going to pick on them, or do they just choose at random during the game. EX: orange guy always fights the purple guy.
Edit: 9/22/01
well I't's 700 bc now, and I have 5 cities and my largest Is size 11. A clarification about my post, I didn't mean I was in 2000 bc, I meant this is when I said wow. even though It's 700 BC I'm still last in the power chart, but I'm catching up. WOW! As you may recall I started slaving the orange guy(Italy I think). I now have 2 slavers, and they have already taken 5 citizens. One thing I noticed though, he is populist zealot, and he hasn't built any walls. Well I'm starting to love the slaving sound now. Woosh, Woosh, Woosh! (that's the sound right) Didn't the slaver used to say " HA HA! YOU'RE MINE!" or am I remembering CTP1?
the barbarians are really good also, they attack me right when they see me. I'ts 700BC and the largest city I've seen is size 16 are there going to be size 20+ cities soon.
I noticed something in diffdb in the advance cost line it says:
# % amount to multiply advance cost by per age for ai
AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0
AI_MAX_BEHIND_TECHNOLOGY_COST 0.4 0.5 0.6 0.7 0.8
shouldn't it be:
# % amount to multiply advance cost by per age for ai
AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0
AI_MAX_BEHIND_TECHNOLOGY_COST 0.8 0.7 0.6 0.5 0.4
this seems to make more sense to me, since the advance cost are so high in the later ages, this might help the AI keep up in science.
Last edited by Cube on 22-09-2001 at 22:35
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habitualuser
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New Amsterdam, New York
Feb 2001 time: 05:14
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Hi, I'm getting an error message in a Multi-player game, that i'm not getting in a single player game..... We're both running v1.11 patch, and Apolyton Pack 1.02 (the same exact files cuz he got them from me )
Well anyway the error msg is : DIP_InitDiploState, function _IsHumanPlayer : Wrong number or arguments
I took a look at the diplomod.slc and compared it to an old standalone version and it was the same (1 arg, player[#])
We change DebugSLIC=No in userprofile.txt as per the readme, and don't get the errors anymore, but i'm afraid it's not executing those lines it thinks are errors....
Any help would be appreciated, as Civ 3 won't have multi, so we'll be playing this for awhile 
thanks.
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tucana
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London, , UK
May 1999 time: 05:14
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Indeed, the above file doesn't seem to exist.
Anyway, to explain what I'm on about, I'm trying to use the Apolyton pack. I've followed the instructions as to how to install it:
0. I uninstalled CTP2
1. I reinstalled it
2. I installed the CTP2 1.11 patch
3. I ran the game briefly, creating user-wotsit.txt
4. I edited said file so debugslic=No
5. I installed modswapper
6. I installed pack 1.01 (one file only, unpacked and placed in the top-level folder of the game installation)
7. I installed pack 1.02 (replacing the relevant files in the folder of the same name - i.e., merging with the existing folder)
8. I ran the game, and as the loading bar appears, I get:
"APOLUL_const.txt not found in asset tree"
I press OK, then:
"Could not open APOL_const.txt"
I press OK, then the game crashes and windows tells me it is closing it.
Any ideas? I'm using Windows Me.
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