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Foro
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Germany
Aug 2001 time: 06:15
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I simply renamed GM1_strategies to strategies.txt ..does this work ?
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Foro
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Germany
Aug 2001 time: 06:15
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I am using the new strategies file and most of the other slics you both (Martin and player 1 ) made available.
How can i still improve the Happieness of the AI ?
You said something of using both things but i cant really figure out what the second one is or how to do it ( programming isnt really something i like ;p)
Another thing i saw is that the AI is building a LOT of cities now and it seems to me that they have more cities then their goverment system would allow.
So there empire must have an increase in unhappieness.
I also saw on the map a lot of babarien cities ( i guess created from unhappieness) maybe this has something to do with it ?
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Foro
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Germany
Aug 2001 time: 06:15
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It only happens in the early stage of the game where the computer player builts cities untill no space is left.
I dont think they have monarchy at the beginning and still they built city after city (15plus i think)
Well i downloaded the splitter but i have absolutly no clue how to make it available hehe.
Maybe you give me your e mail and i just send it to you ?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:15
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quote: Originally posted by Martin Gühmann
Actual I increased this SettlerUnitsCount for most of the strategies, to get more settlers. I also started a new game on a 70X140 map of Aplyton ultra gigantic map version. Two civs are wiped out by the Barbarians and if you find a place that is not occupied by someone you get trouble with the Barbarians and the Barbarian level is just bvoring hordes and I have now a level above raging hordes you could call it: Raging Boring Cities. Unfortunatly that weaks the AI, |
Try changing your maxplayer setting in userprofile.txt to something above what your Number of Players setting is in that file. I'm not sure if this will work with cities conquered by Barbarians, but I know that cities that have revolted that normally revert to Barbarian status will revert to a new civ, and they then work rather well in the game. Normally, at least from what I can tell, Barbarians are spawned mainly against the human player, and generally go after them first, but they will also attack the AI cities/units too.
quote: Originally posted by Martin Gühmann
...another probability would be something like militias. I don't consider adding new units to the game, but a free unit for each city, when it is created would be OK. Of course that would be the most advanced defence unit is available for the player. So far I allready gave the AI enough advatages, therefore it should be for both human and AI. |
I am convinced that a militia unit is almost a required addition to any setup, especially if you use a higer barbarian setting. The reason why is that it does prevent the occasional AI city from falling to barbarians. I'm not sure that merely creating a unit when a city is built willl help though, because I'm not sure that the AI will leave that unit in the city as a garrison unit in the early going. But I think that the militia SLIC code that is in MedMod/Cradle will overwrite a created militia unit's ability to move, so adapting that code to your setup, and using existing units as the militia units should work.
However, the tga files that are used to indicate the unit on your unit and army screens will be the same as the normal unit, so there will be a little guesswork every time you want to move units out of a city. Creating a series of militia units might be a little more work, but it allows you to create a tga file that will be different from the normal unit tga and will make gameplay smoother.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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quote: Originally posted by hexagonian
Try changing your maxplayer setting in userprofile.txt to something above what your Number of Players setting isin that file. I'm not sure if this will work with cities conquered by Barbarians, but I know that cities that have revolted that normally revert to Barbarian status will revert to a new civ, and they then work rather well in the game.
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Unfortunatly this deosn't work, I allready have MaxPlayers higher than NumPlayers. And Barbarians doesn' manage happiness so badly that they will lost a city. And also if a Babarian city reverts to a new civ some troops will send from the neighbour Barbarian city or from nearby to conquer it back. I tried to established a new city on a island with two Barbarian cities at first they send some troops to me to get/destroy my city. I had to sent a big garrison to this place first to hold this city. And I also AI cities on the radar map that was conquered by the Barbarians that were just founded. These cities were destroyed or conquered and work than for the Barbarian's. They are now unit production bases and can build advanced units. They wiped out two civs and these civs didn't rached the city limit.
quote: Originally posted by hexagonian
Normally, at least from what I can tell, Barbarians are spawned mainly against the human player, and generally go after them first, but they will also attack the AI cities/units too. |
The Barbarians are a real pain in my game, because of these many Barbarian cities and Barbarian level is just one above ruins only. I saw a Barbarian stack of three unit in front of one of my cities defended by only one unit, I thought the Barbarians will take it and next turn this stack was gone and my city still belonged to me.
quote: Originally posted by hexagonian
I am convinced that a militia unit is almost a required addition to any setup, especially if you use a higer barbarian setting. The reason why is that it does prevent the occasional AI city from falling to barbarians.
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I have the feeling that it doesn't happen occassinally in my game now but regulary, maybe one third or the half of AI cities is conquered or destroyed by the Barbarians.
quote: Originally posted by hexagonian
I'm not sure that merely creating a unit when a city is built willl help though, because I'm not sure that the AI will leave that unit in the city as a garrison unit in the early going. But I think that the militia SLIC code that is in MedMod/Cradle will overwrite a created militia unit's ability to move, so adapting that code to your setup, and using existing units as the militia units should work.
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Wes already make shure that all strategies use this line:
DefensiveGarrisonCount 1
If I understand it correctly this line should cause the AI to leave one defence unit in its city. So I hope that this unit will be in the city until the city is established. Or it use it to kill a lonly Barbarian unit. I hope.
-Martin
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:15
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quote: Originally posted by Martin Gühmann
I have the feeling that it doesn't happen occassinally in my game now but regulary, maybe one third or the half of AI cities is conquered or destroyed by the Barbarians.
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Try this then - go into strategies.txt and you will see that the barbarians use a limited number of GoalElements in the total GoalElements section - most of the other priorities are set at 0. (I have cut and pasted part of the GoalEelements up from an old Cradle setup as an example).
GoalElement { Goal GOAL_ATTACK Priority 805000 MaxEval 50 MaxExec 25 }
GoalElement { Goal GOAL_ENSLAVE_SETTLER Priority 390000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SLAVE_RAID Priority 390000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_HARASS_CITY Priority 500000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_HARASS Priority 560000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_PILLAGE Priority 600000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_PIRATE Priority 553000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_WANDER Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_DEFEND Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_SEIGE Priority 355000 MaxEval 25 MaxExec 4 }
The AI uses 2 goals to take a city
GOAL_ATTACK
GOAL_SEIGE
Now this is just a suspiscion of mine, but I 'think' GOAL_SEIGE is the main one the AI uses to determine if it will attempt to take a city. Because I knew early on that I wanted Barbarians to be more of a factor in my game, I dropped the SEIGE priority to a lower number, and pushed the ATTACK priority much higher. Using this in conjunction with a milita unit drastically cut down on Barbarians taking AI cities. (there I go again pushing the Militia SLIC) There was a tradeoff in that Barbarians now launch less attacks on my cities, but they will do so from time to time, and woe to any small force that runs into a barbarian stack outside of a city.
I also copied the entire MILITARISTIC settings and used it to overwrite all the other entries in the STRATEGY_BARBARIAN section, except for the GoalElement section. And make sure you take ANARCHY out of the Barbarian government choices (and give them a government sequence similar to what is in the other sections), because if any barbarian cities to rise up, they can work through the tech tree and create better units.
And to handle any cities lost to a revolt change your userprofile setting for MaxPlayer to a number greater that the NumPlayers setting, because then those revolting cities become civs. I like this final element the best.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:15
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quote: Originally posted by Martin Gühmann
GovernmentDB(player[0].govttype).TooManyCitiesThreshold
-Martin |
I think ".govttype" is a leftover from CTP1 that doesn't work anymore. I have a vague recollection of trying to use it and getting an error message about it not being a member of the player structure.
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player1
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Belgrade, YU
Sep 2001 time: 06:15
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quote: Originally posted by Martin Gühmann
Understanding your settings player1, why 0.4 for most productive cities if you say it is not very effective to have 0.5 of unhappiest cities. And there is another problem I avoid it to build buildings like factories and oil refinary until pollution reducing buildings are available, because more production cause more pollution and more pollution causes more unhappiness and more unhappiness does hurt the AI more than the human.
And another thing I didn't find this very low priority of 1000 for happiness sequence. I found the lower priority for the settling strategies but actual this isn't so much lower than the priority for the defence sequence.
-Martin |
First, my stratgeies.txt is optimized for my mod I am making, where pollution levels (and pollution unhappuines for governments) are lower but global warming comes quicker.
Second,
my settings work like this:
you have 8 cities with:
1) 72 unh.
2) 74
3) 74
4) 74
5) 75
6) 78
7) 72
8) 73
Now since pririties for unhappiness is very high, but % are low,
just cities 1) & 2) will start building happines buildings (Bassilica for instance).
After it finished Bassilicas we have:
1) 75 !!!!!!!
2) 74
3) 74
4) 74
5) 75
6) 78
7) 75 !!!!!
8) 73
Now cities 1) & 7) will stop building unhappines buildings, and
citiy 8) will build one, etc.
So, after some time almost all cities would build needed buldings.
Of course happines sequence should have garrison units at top so
cities will be defended before it starts building happines buildings,
and also if city stays too long in happines seq.
In fact I put a happiness seq. in strating strategies with 8100 pririty but
I' am not shure about will it be compatibile with your strategies.txt, so
I said to use 1000 priority.
This is my strategies.txt:
Attachment: strategies.txt
This has been downloaded 5 time(s).
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