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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Thanks for the observations kaigun,
Are you saying that keeping the settings in the middle of the sliders (middle ocean/middle continent seems to give you plenty of naval action. If so, this may be what players need to be using. I do not know why the other settings do not give you these results - in fact, I would of expected more naval action as the oceans were enlarged. And as far as I can tell, I have not seen anything in the files to change, based on map settings. I would expect that a smaller map would give more naval action though. The percentages for naval units are at about 15-18% of a total AI force (these are comparable to MedMod), but with a large ocean, the chances of running into a large naval stack are smaller, due to the fact that there is so much more ocean to cover.
The function that Pedrunn mentioned is a SLIC operation, so unless somebody is willing to create the file, I cannot do it myself. I do have some reservations about it, as I do not know if the AI can be programmed with a check and balance setup to prevent it from inadvertantly shinking all its cities due to the ongoing creation of units.
Well, the current update is up and you will be happy - read on.
CRADLE UPDATE 9_12
http://www.geocities.com/hexagonia/
1. This update WILL require Martin's GoodMod. If you have not downloaded it already, I have the graphics/sounds/sprites in the Cradle section, along with the needed text files in my Update Zip file. If you have downloaded it, the changes are all included in the Update file - you will not need the graphics file.
2. Ultra-Gigantic map option, as per ApolytonPack is now included.
3. Immortal Wombat's Disaster coding included.
4. Minor adjustment on late Modern/Future units Firepower/Armor settings.
5. Adjustments in strategies text, which enable Barbarians to start with Tyranny and progress through the governments. (I basically copied the militaristic settings into the Barbarian settings) I would suggest that you make a backup of the existing strategies.txt file (place it in the CRA_working files folder).
6. 5 new Tile improvements
6a. Pasture - early ancient farm
6b. Latifundia - mid ancient commerce/farm
6c. Mine Shaft - mid ancient production
6d. Watch Tower - mid ancient observation
6e. Sea Base - future fortification
In addition, the enable advance for Fortification has been moved to Masonry.
Please post here for any problems
The files have been tested to make sure that they will launch a game - To be honest though, I have not felt like playing this week due to the recent tragedy here in the States 
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Some things to report from some test runs on the current update. And if I am still missing files for some reason in the current Update, post them here.
This may make you happy Kull...
The barbarians are now happily pillaging. They have taken out a couple of goods (GoodMod additions) and are also pillaging improvements when I have built them. Bottom line, they are a REAL irritant now. So military buildup at the beginning of the game is vital, because if you simply ignore them, hoping to wait them out from the occasional attack on a city, you will pay if you build tile improvements - your military cannot just sit in your cities anymore.
I took a Harrapan city in the early going, and the Barbs took it from me. I took it back and then the Barbs took another city. Running through the cheat mode to see what they were doing revealed that they were in Tyranny and researching Projectile Weapons. They were also working on building a Baazar. I figure that any science accumulated will be lost if the barbarians do not have any cities - they may have to start again. However, if AI cities are lost to slave revolts, this should help the Barbarians maintain a competitive edge in a long game, since there is every indication that they are working as a civ now. The priorities are still vey basic for them in terms of what they will do (attacking, seigeing, pillaging), but it seems that they are doing it rather well now.
It remains to be seen if the Coracle issue has been resolved (having a city that revolted be full of Coracles), but I also had cut down on the chances of a slave revolt.
Any outside observations from other players will be appreciated.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Realizing that the AI seemed to not use the empire slider settings in the default game, Cradle was set up to make it hard for the human to do so also. To this end, I had reduced the margin of riots by implimenting the following adjustment - making the use of sliders more difficult for the human player.
1. A chance of a riot starts at 74 instead of at 71.
2. Additional happiness penalties of (-3) per negative click on the slider, as opposed to a (+2) happiness bonus for positive clicks. (Default is-1/+1) In certain governments, that penalty is steeper on certain sliders.
3. Reduction in the benefit of moving the slider, You will get less benefits than in the default game.
The end result is that the player, in the ealy game can use the sliders in a limited fashion, but the gains are very small, and are usually in one area only. Later in the game, the gains are greater, but it is very hard to gain in two areas - you will have to choose where you need the gain. Gone are the days when a player can make huge gains via the sliders without sacrifice - the use of entertainers are more critical to do so.
I actually like what was accomlished in my setup, because it did not bother me too much that the AI does not max out the sliders - what bothered me was the ease that the human could do so. And what determines what is the most pressing need for the AI? Should it focus on gold, growth or production, and when should it do so? I actually would rather see the AI use entertainers to achieve a happiness balance as the situation warrants, because less is lost if a couple of entertainers are used instead of using the slider and having an-empire wide loss in some area.
The one area I would like to see the AI use the sliders is if it has the margin to do so - if moving the slider will not cause the AI to fall in a riot state.
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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 Martin Gühmann
The problem with your and Wes' settings as well is that the player is kept from negative clicks and the AI as well, but the human will try everything to stay on zero cklicks for all sliders. But the AI will use them to cure happiness by using positive clicks.
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I just made a comparison on We's files and mine. I do not know if he updated this from when I downloaded it, but I have noticed that he does not have any allowance for entertainers to be used, even as an option. So at least from that standpoint, the AI in MedMod HAS to use the sliders to adjust for happiness. I know in Cradle that I reduced the overall percentages for entertainers, but the option is still there.
quote: Originally posted by Martin Gühmann
The problem is that this AI strategy will cause the AI falling behind you in techs and economy. It is only a question of time. Also with my minimum happiness settings the AI use the sliders to fight againts riots.
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Are you saying that the first option that the AI uses in a happiness crunch is a global slider adjustment? And that it will max oux sliders to get a major happiness bonus, at the expense of an efficent empire. Remember that extra happiness will cut down on crime, so the loss may nor be so great as thought.
Another thing in MedMod was that Wes did not do, IMO, is give the AI a big enough production/food/commerce/science boost on the higher levels. Maybe bumping up the numbers in DiffDb.txt will compensate fo any slider movement that the AI will do. Because I had reduced the benefits of what each slider will give to a player, in terms of a percentage, even if the AI does max out the sliders, it may not actually lose too much because of the bonuses it gets from DiffDb.txt.
I haven't noted many riots in Cradle, though I will keep an eye on it. Most have been, I suspect, revolts due to slave/garrison issues.
quote: Originally posted by Martin Gühmann
The slic file that adds in riot cities a building that will increase happiness is now working only a small modification that will make it only work for the AIs is missing.
Maybe a happiness cheat for the AI could push the delvelopement of AI civs.
-Martin
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That would be a good solution to compensate for the problem.
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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 Martin Gühmann
That's exactly my point. My minimum happiness level for AI cities is now set to 65 (from 75 in ApolytonPack). The AI uses the sliders to reach this goal on the price of an efficient empire. I max out the sliders in Apolyton Pack every time and the gain is so high that I can catch the AI sometime in the later game. I expect also the lost of scince and production of maxing out the sliders concerning happiness is significant. It could be much better if it max out the sliders.
-Martin |
I'm still a little confused - this may be stating the obvious, but if you set the minimun to 65, are you now saying that the AI uses the sliders in an efficient manner. When I set up the minimum happiness number in my setup, I made that number 75, because that is the threshold in Cradle at which a city can remain and not fall into a riot state. (the threshold in MedMod and Apolyton Pack is 72) I thought that dropping the number to something lower would cause the AI to ignore happiness, if a city was in a riot, and that the city would remain in a riot state. And I do think that there is less margin for error in MedMod/Cradle than in the Apolyton Pack for maintaining happiness, because issues like pollution cause unhappiness earlier (though Dale may have used the pollution settings from MedMod/Cradle).
Something to take into account in the Apolyton Pack is the fact that (and I do not know this, but it will be worth checking into) Dale also may not have made the slider adjustments in govern.txt., because it is those numbers that adjust the happiness penalties for using the sliders. And I think he used the const.txt numbers from MedMod, which control the amout of gain/loss of each slider - those I know allow for greater gains to be made than in Cradle. By altering those numbers, you can limit how effective the sliders are.
This whole issue got me to thinking about a related issue and that is how accurate are the numbers as reflected in the cheat mode for AI civs. I do monitor them on a regular basis, just to get an idea how many cities the AI is building, and how its science rates are holding up. I believe that those numbers are raw, in that they will not reflect the built-in AI bonuses set up in DiffDb.txt, but I am not sure (and I want to believe that they are raw, based on what I have seen). It would be nice to have a clearer picture of those numbers.
One other thing I noted (unrelated to above). I finally made a concerted effort to get an early Wonder unit in my setup (Hammurabi - in Code of Hammurabi). When I got it, I got a huge spike in my military - to the point that I had the most powerful military in the game. In looking at the numbers in the cheat mode, my military is not the largest in terms of numbers. So does the ranking system take the strength of the units into account?
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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 kaigun
First I altered your map definition for gigantic map after looking at the APOlUL Const file your original sorry didnt work this did
MAP_SIZE_SMALL 26 52 2
MAP_SIZE_MEDIUM 48 96 2
MAP_SIZE_LARGE 64 128 2
MAP_SIZE_GIGANTIC 140 280 2
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D'oh, that's why that file was there!!!! Thanks for the fix kaigun. It will be in the next update, but if others cannot wait, make the change in CRAB_const.txt - this is the file for the large map setup.
In my game, the fix I attempted to make regarding coracles acting as the rebellious slaves did not work as hoped. I do not have any other ideas as to how to fix this either. On the good side, the Barbarian civ had built a settler though, so it is acting like civ. And your fix for the addition of new civs is a viable option too.
Some minor upcoming fixes and adjustments...
I am going through the DiffDb.txt file to hopefully present better numbers for the bonuses that the AI will get. What I want to do is have no dropoff on the bonuses, so once you catch an AI civ, it should also stay more competitive throughout the entire course of the game.
Also, after looking at the stats for the WatchTower Tile Improvement, I am increasing its vision from 2 tiles to 3 on flatland and 4 on hilly/mountainous terrain - giving you superior vision against any unit for that time period. Some of my units had a vision of 2, so purchasing the Watch Tower seemed to be a waste of PW. Watch Towers will also have a defensive bonus of 25%
I am also considering removing the POW function for all Ancient Wonder units, since they also have the enslave ability, making them too powerful, IMO. Since the Medieval (and beyond) units do not have the enslave ability, this will be their special ability.
Some minor adjustments to the build lists will be made too.
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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
But you are still updating Cradle so do you have any kind of estimate when 1.2 will be "ready"? I wouldn't like to be "betatester" anymore but I want to play working version. (Maybe I got too much testing with medpack in spring). |
Is Cradle playable - and is it able to offer a good stable game...????
Yes I believe so, if you play the game on the hardest levels with the Barbs on the highest settings. I also try to play the game without exploiting the known limitations in the AI - other players may not play that way and thus have an easier time of it. In my mind, the game is 98% complete. Things like the tech tree, units, wonders, city improvements have been set in stone for some time now. There are times that I will make adjustments to those files, but they are very minor and should not affect the overall game. Most of the additional tweaks are more subtle, as they relate to the AI.
Is Cradle finished...???
That's a harder question to answer, because of the ongoing addition of SLIC files, as they are created - a good example of this is Martian's Good Mod, which actually added a whole new level in the Cradle game. I liked the concepts behind it, so I have included it, but it is still open (at least in my mind) for evaluation, whether the benefits need to be toned down. It's the same with the POW coding for the Wonder units. A great concept, and I had set it up for all Wonder units, but it made them somewhat unbalancing, because the Ancient Wonder units also had the enslave ability. I usually did not make an effort to go for the Wonder units, but I managed to pull one out and was able to use it too effectively, IMO. So I fixed it.
I did not benefit from the pool of playtesters that Wes had. I designed the Mod to counter my own tendencies, but if your style is different, you may see issues that I may have missed. And there are certain aspects of CTP2 which cannot be overwritten in any mod, so there are limitations that are common to all. (like the Barbarian slave revolts that are led by Coracles in landlocked cities). And by nature, I am a habitual tweaker, so I know I will continually be trying to improve performance, which means more updates.
I am also one that wants players to take what I have done and modify the areas where they see shortcomings themselves. I've always intended Cradle to be open-ended. If you like playing Ancient/Medieval based Mods, Cradle was set up to be that platform for you (though I had taken steps to extend the game into the Modern Age) One thing that is nice about the Forums is that most of what I have done to the files have come from suggestions from other players. I couldn't have done anything at all, if not for their helpfulness. I've also tried to pass on that helpfulness to others, based on what I have discovered, so that they can make their own adjustments.
The problem is that players will also bring in different expectations into what they expect a Mod to do, when in fact the creator may not think that those issues are important to that Mod. For example, since the AI is locked into a percentage of how many naval units to build, I usually play on more land based maps. Playing with fewer civs makes for a more peaceful game, so someone may find conquest easier in that setup.
And irregardless, there are inherent limitations in all civ-style games. I do not know how many times I have said this, but the caliber of player is a lot better than a few years ago, because of places like Apolyton, where strategy can be discussed, limitations can be posted, and thus exploited. CTP2 did suffer from a below average AI, but it is partially due to the fact that players are very good too, having cut their teeth on other civ-style game. The bar is a lot higher now, and frankly, I'm not sure any gaming companies have caught up yet..
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