Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > How do i change the AI building priority?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:15
Question  Old Post 01-09-2001 19:08
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
How do i change the AI building priority? Support Apolyton, buy Civilization 2

At my game i am annoyed by the fact that the AI is building to much ranged units (reaching 80% of the total of units). I already looked at strategies.txt and decrease the RangedUnitsPercent and increase in others categories. Did not helped.

I looked into the Unitbuildlist.txt and changed the columns of ranged units leavin only one with actually ranged units: the UNIT_BUIL_LIST_RANGED.
Still the AI kepts producing way too much ranged units.

My guess is that in somewhere among the AI files there is a priority to the columns in the Unitbuildlist.txt. And the i want to know where so that i could change thoses.
Can anyone give me this tip?

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:15
  Old Post 02-09-2001 18:45
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Got spare money?

quote:

My guess is that in somewhere among the AI files there is a priority to the columns in the Unitbuildlist.txt. And the i want to know where so that i could change thoses.



If only there were . Unlike the building and wonder buildlists, "The [unit] build list names are special and are directly referenced by the AI code. " This is done through the AllUnitBuildList and GarrisonUnitBuildList
elements in the BuildListSequences but other than the various unit percentages in strategies.txt (which you've already tried changing) we have no direct control over unit production. I suspect that the way the AI does it, doesn't work very well which is why you're getting an excess of ranged units. Is it building ranged units all the time or just at certain times? Maybe it needs to discover an advance so that it will build some other type of units.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:15
  Old Post 02-09-2001 22:16
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton

It is buiding almost all the time . At the beginning with Archers, then with Bowmans, and so with catapults...
It get advances to build assault unit but for some reason it never build those, except in rarely times. Sometimes it builds Defense units bu like i said i have seen 80% of the total units being Ranged .
I have gotten now the MM2 new strategies.txt and i will check out now. Although i am not that optimistic.

I have a thought. If you take a good look you will notice that ranged units are the firsts in the alphabetic order (AArcher, Bowman....) I think the AI when it has nothing to buid it gets the first unit in the build qeue. I will start a game where the i will dislocate these units to a final place in the unit.txt that way they will be the lasts in the buid qeue.
I will see how often the AI will keep producing them.
I really hope i am wrong about that

Last edited by Pedrunn on 02-09-2001 at 22:22

Cube is offline Cube
Warlord
El Paso, Tx
Nov 2000
time: 22:15
  Old Post 03-09-2001 01:32
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase the size of your Attachments

well here are some ideas of how I think the AI builds units. I have seen something that says allunitbuildlist or something like that. I think that it goes through all the unit build lists and builds one unit from each except if it alredy has the maximum like 2 settlers or 3 transports. So, if this is true than the fact that the ranged units are the first in alphabetical order is very bad. It would take it a long time to finish all the unit build list, and by the time it has to build other units it might figure it already has too many units. Try and use mayors in some of your cities and see how they build units. From what I know using mayors is basically like letting the AI run your cities. Check when he builds units from what buildlist he is building, rush the unit and check the buildlist agian.

In my current medmod 2 game I have seen that the AI has lots of culverin and artillery, but nothing like 80 %. I think building culverin and artillery in the modern age is good in real lfe, but it wasn't in the early ages. They also don't build musketeers that much, they just build grenadiers.

I remember once in of my first games unmodded, The AI was good at building units. One of the civs had about 200 or more units. So I went to war with them, taking advantage of the fact they don't attack, and found out they build a lot of tanks and marines, and a good amount of ranged units. If this would have been a medmod 2 or apolyton pack game, they would have whopped me badly. I used cheat mode and saw that one of their small cities had a machine gunner first then a cannon or artillery. Well what I think happen is that while mods changed AI behavior, they also change unit names and strenghts so now the AI builds too many ranged units, but at least it attacks with them. You might wan't to look at the original units.txt files and unitbuildlist.txt, and see if you find some thing there.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:15
  Old Post 03-09-2001 20:35
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton or Terrorists Win

Cube thanks for remind me about the Mayors. I had forgot i could check the AI through them.

Although my experiences werent very produtive. I changed the archer place in the unit.txt and its name. It did not changed. What made me happy since this meant that the alphabetical order thought was wrong .
I went to the build list sequence wich i made Defense list only with Allunitbuildlist and offense with only Garrisonbuillist. I wanted to know the pattern of them. Guess what? I still dont have a clue about it. these two lines a very like each other. Almost all the time they produced the same things.
And I do know that the percentage in the strategies.txt did not influenced in nothing
At one point it start producing only Spearmans, so i disbanded all ranged units hoping that the Mayor was going to balance it building more ranged units. And it did not. It kept producing Speamans for about five turn (i rushed buy every turn)
sometimes even looked like there were a hidden list since they produced always the same things for the same amount of turns.
I will just give up checking this. I almost got almost crazy today .

quote:
Originally posted by Cube
I remember once in of my first games unmodded, The AI was good at building units. One of the civs had about 200 or more units. So I went to war with them, taking advantage of the fact they don't attack, and found out they build a lot of tanks and marines, and a good amount of ranged units. If this would have been a medmod 2 or apolyton pack game, they would have whopped me badly. I used cheat mode and saw that one of their small cities had a machine gunner first then a cannon or artillery. Well what I think happen is that while mods changed AI behavior, they also change unit names and strenghts so now the AI builds too many ranged units, but at least it attacks with them. You might wan't to look at the original units.txt files and unitbuildlist.txt, and see if you find some thing there.


This really is true and since archer can make 3 rows of attack they can be really deadly.

PS: Since Activision forgot all about CTP2 it could at least helped us a little by telling some misterious things about it: Like the Unit build list, how do the tiles are explored in the city radius and how much money and PW we get from special attacks.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:15.
Apolyton Time is 00:15.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0334 seconds (88.16% PHP - 11.84% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net