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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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Here a sollution for the problem that the AI never builds commerce improvements like ports, drilling platforms, trading posts, outlet mall, and nature preserves. This code construct such tile improvements automaticly as soon as the AI has enough PW to build them in the city square.
To install this slic file just unzip the content of this *.zip file into your \ctp2_data\default\gamedata\ directory. And open the the scrip.slc file (of course MM2_scrip.slc for MedPack2 or APOL_script.slc for ApolytonPack, unfortunatly this file is not Cradle comapartible) and add at the end of that file the line:
#include "MG_ComImpsForAIs.slc"
All what you have to do after installation of this file: Open the the chat window in the game by typing (') of coarse without the brackets and type /reloadslic.
-Martin
Attachment: mg_comimpsforais.zip
This has been downloaded 29 time(s).
Last edited by Martin Gühmann on 08-10-2001 at 21:19
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Cube
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El Paso, Tx
Nov 2000 time: 22:15
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cool,
I just started a new game in MM2 it's in 2500 BC so starting a new one shouldn't hurt. From what you said this sound pretty random, is there a way to check a cities science rate with slic. how about you explain this, will it stop at a certain time, because if it just builds commerce improvements everywhere that's bad, but I'm sure you though about that right?
Edit: Just opened the file and read the intro, medmod 2 doesn't allow commerce improvements on hills, but that can be changed. The mm2 advances that allow mall and nature preserve are plastics and ecotopia, and radii change at 9, 36, 44, and 56. I got another problem I have a tree cutting slic that Peter made and Ben edited, and it converts forest and jungles into grassland for the first raduis then terraforms any forest or jungles for the second raduis, so this might not work for me how about making it build on swamps and tundra. they already build there, but not enough.
I'snt there a way to set priorities through slic for what gets built first?
Last edited by Cube on 25-09-2001 at 23:56
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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So far as I know the the treecutter fires when a city grows. I guess I don't have the latest version or your version of the treecutter, therefore I'd like to see it if you would attach your treecutter file here. Of course there are a lot of events that can be used to trigger such actions.
Here is the list of Events from the slic documentation that occurs every turn once:
BeginTurn
WormholeTurn
PlayerPatience
PeaceMovement
PollutionTurn
BeginTurnAllCities
BeginTurnProduction
BeginTurnSupport
BeginTurnImprovements
BeginTurnAgreements
ResetAllMovement
AttemptRevolt
BeginTurnEndGame
BeginTurnGovernment
FinishBeginTurn
FinishBuildPhase
StartMovePhase
ProcessUnitOrders
AIFinishBeginTurn
UnitBeginTurnVision
BeginTurnUnit
CityTurnPreProduction
CityBeginTurn
CityBeginTurnVision
BeginTurnArmy
BeginTurnExecute
EndTurn
Maybe not every events of these can be used. And maybe other events works only for the AI. For GoodMod I used this event list to select the events and make shure that the slic code works in the correct order. Of course if you have a code triggered by the BeginTurn event it will be executed first if you have a code that is triggered by the EndTurn event. Than this code is triggered at least.
quote: Originally posted by Cube
I just started a new game in MM2 it's in 2500 BC so starting a new one shouldn't hurt. |
It would hurt just to reload slic.
quote: Originally posted by Cube
From what you said this sound pretty random, is there a way to check a cities science rate with slic. how about you explain this, will it stop at a certain time, because if it just builds commerce improvements everywhere that's bad, but I'm sure you though about that right?
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Actual it is very stupid. It builds everywere commerce improvements were it is possible and the AI didn't build any other improvements. So if you start a new game AI builds at first some food and production improvements until the necessary advances are discovered. Than the space is filled commerce improvements. Maybe a PW cheat for the AI would help. But I would make it more effective as the one that player 1 offered in the forum maybe by removing the /10. And the handler should fire between the BeginTurn and BeginTurnImprovements Event. So that the PW gained by the PW cheat could be used for other tileimprovements.
From my last MedPack 2 game (it is a little bit older) I had well developed AI a mass of tile improvements. So it doesn't hurt the AI so much. The bigger problem in MedPack is the happiness problem for AI. Also with maxing out the sliders concerning happiness the AI doesn't build enough happiness buildings to prevent revolutions.
quote: Originally posted by Cube
Edit: Just opened the file and read the intro, medmod 2 doesn't allow commerce improvements on hills, but that can be changed. The mm2 advances that allow mall and nature preserve are plastics and ecotopia, and radii change at 9, 36, 44, and 56. |
You are right it is not fully compartible with MedPack 2. The code builds such improvements in MedPack but not very effectively. To custumize that code just use your suggestions concerning citysize and terrains.
Today I made a more effective version with a longer code maybe it would be better if I use fuctions for it but now it is typed, therefore here is the second version of that code. The advances is that at first only the inner rings of all cities are searched for the propper terrain. After the first round the second cycle is checked and so on. And this time only the terrain tiles that are part of the city radius are used for such tileimprovements.
-Martin
Attachment: mg_comimpsforais2.zip
This has been downloaded 42 time(s).
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player1
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Belgrade, YU
Sep 2001 time: 06:15
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If human is AI player he would get extra 3627 PW.
It's almost the same as human 10hrs PW income.
player 2: extra 166 PW, original 76, 14hrs: 111PW
player 3: extra 270 PW, original 1385, 14hrs: 2022 PW
player 4: extra 195 PW, original 107, 14 hrs: 307 PW
All AI benefited in more than 2x bigger PW income,
exept player 3.
He has 2.5x lower production (original PW)
than player 1, but has almost 10x lower
population too.
How is that possibile?????????
There is a question: Is 2x increase enough?
At start of the game they pretty quickly build
almost all possibile improvments (quicker than
human and also before AGR. REV.)
Maybe latter in the game, when human player outnambers
AI in pop, should be some extra bonus.
Maybe after some turn, perheps?
Maybe in your new game with this slic, there would
not be such huge gap in human vs AIs pop.
Maybe it would be a little strage to have small civ
with all newest tile improvments built, and yours with
maybe 30% of newest improvments.
(it's a too obvius CHEAT)
P.S: For preveting humans to maximize sliders,
chage goverments in govern.txt like this:
RationsExpectation XX //depending od gov.
PositiveRationsCoef 2
NegativeRationsCoef 6
WorkdayExpectation XX
PositiveWorkdayCoef 2
NegativeWorkdayCoef 6
WagesExpectation XX
PositiveWagesCoef 2
NegativeWagesCoef 6
It's +2 for lowering sliders & -6 for raising
sliders.
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