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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:16
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Hi, Pedrunn
Good to see you back!
quote:
Tell me everything!!!!
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I'm still plugging away on a new version of Diplomod. One thing I've implemented is a system so that you can establish an embassy via the Diplomatic screen. As soon as you get Bureaucracy (Dynasty in Cradle) you can try to establish an embassy in the territory of every other civ with which you've made contact. Likewise, you can offer them the opportunity of establishing an embassy in your territory. AIcivs will make these requests/offers to each other and to a human (depending on how much they like him).
Another quite big change is that most treaties (ceasefire, peace, trade, research, military, alliances) will have either fixed terms of 30 or 60 turns, or go on forever as at present. Hexagonian suggested this to me and I think it's an excellent idea. The thing is that at present if two players agree to a treaty it automatically goes on forever; the only way of breaking it is to go to war. But consider, for example, the following:
code:
TREATY_RESEARCH_PACT Whenever two AIcivs are both behind a human in knowledge and he is #1, one will
offer a medium length RESEARCH_PACT to the other. The chance that the AIciv will make the offer depends on
the difficulty level the human player has chosen:
Difficulty Level % of Human's Knowledge rank that both AIcivs must be lower than
easy 50%
medium 60%
hard 70%
very hard 80%
impossible 90%
(These %'s may need tweaking)
By the time the term of the treaty runs out, the game situation may have changed. So this system is in effect a built in feedback mechanism that will re-evaluate the current game situation before any two AI civs renew a treaty. The same applies to the conditions under which an AIciv will offer a Human a treaty or accept one from him.
The details of getting this to work are mind-numbingly tedious; but I think I'm getting towards the end of the debugging stage so it shouldn't be too long now.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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quote: Originally posted by Peter Triggs
Hi, Pedrunn
Good to see you back!
I'm still plugging away on a new version of Diplomod. One thing I've implemented is a system so that you can establish an embassy via the Diplomatic screen. As soon as you get Bureaucracy (Dynasty in Cradle) you can try to establish an embassy in the territory of every other civ with which you've made contact. Likewise, you can offer them the opportunity of establishing an embassy in your territory. AIcivs will make these requests/offers to each other and to a human (depending on how much they like him).
Another quite big change is that most treaties (ceasefire, peace, trade, research, military, alliances) will have either fixed terms of 30 or 60 turns, or go on forever as at present. Hexagonian suggested this to me and I think it's an excellent idea. The thing is that at present if two players agree to a treaty it automatically goes on forever; the only way of breaking it is to go to war. But consider, for example, the following:
code:
TREATY_RESEARCH_PACT Whenever two AIcivs are both behind a human in knowledge and he is #1, one will
offer a medium length RESEARCH_PACT to the other. The chance that the AIciv will make the offer depends on
the difficulty level the human player has chosen:
Difficulty Level % of Human's Knowledge rank that both AIcivs must be lower than
easy 50%
medium 60%
hard 70%
very hard 80%
impossible 90%
(These %'s may need tweaking)
By the time the term of the treaty runs out, the game situation may have changed. So this system is in effect a built in feedback mechanism that will re-evaluate the current game situation before any two AI civs renew a treaty. The same applies to the conditions under which an AIciv will offer a Human a treaty or accept one from him.
The details of getting this to work are mind-numbingly tedious; but I think I'm getting towards the end of the debugging stage so it shouldn't be too long now. |
Hey Peter, although I left CTP2 moding, I am still interesting in seeing all what you have done. So post some update at IMP. Diplomod page.
One thing to know is that after putting some of your code in Diplomod, some EXSISTING lines will become OBSOLETE (Like War Over script part, done by myself).
So don't forget te remove them when you are ready.
Also you sould give update of it directly at IMP. DIPL. page.
When it is redy I'll edit first page of thread and POST new VERSION.
Since current one is 1.2,
and your chages look drastic I suggest it to be known as IMPORVED DIPLOMOD v2.0
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:16
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Locutus
As I understand, the problem, as it stands now, is that the cities are too-well defended and troops cannot move through them - and the combo of roads/choke points/different terrain movement values will hinder movement due to limitations in the AI programming.
So here is a suggestion...
1. Eliminate most of the roads on the map, except through mountains, so mounted forces can move through them. The implication is that all terrain has roads already in place. You can also keep a couple of key roads that were there from a historical standpoint for a visual on the map (the roads would not have any effect on movement).
If there were any key roads in the scenario, you could have them get a movement bonus, but I would suggest giving them a commerce/food/production bonus to stress their value instead.
Or build them on every city tile. Visually ugly though..
Either way, remove the ability to build roads for everyone.
Make road movement through a mountain one tile with a road in place for all units. You can even take it a step further to alleviate the problem by making the majority of tiles the same movement - but you can use certain types of tiles (swamp, desert hills, brown mountains) to designate some areas that were impassible or difficult to cross.
2. The basis of Frenzy is to pull troops together and move them toward a target. The downside is that Frenzy can overrirde the garrison command, leaving some cities undefended.
You can look at the basic principle of Frenzy to help in troop movement. The code may have to be altered though, but I think in principle, it may be a viable solution. At least it could be something to look into.
Peter mentioned that Frenzy will move troops that have recently fortified, which may be useful info to exploit from an AI standpoint.
It is also possible to set up a basic garrison in cities with your militia code (this would leave those cities defended). You could also set up a large multiple-unit garrison in some key cities. This would offset the negative effects of Frenzy
Last edited by hexagonian on 17-12-2001 at 22:24
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:16
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quote: Originally posted by Locutus
At this point I think that - for the Alex scenario - the best option would probably be to just make *all* roads 2 tiles wide
I think adding a modified Frenzy code in both Alex and the regular game is a great idea |
Wider roads? Modified Frenzy?
Can someone help me find the track? i have no idea you guys are talking about?
Peter, do you have any idea when we can have the Diplomod to set embassies through diplomatic screen. I really loved that idea. ( if it is already done i would prefer a version 3.7 with this option before all the changes you plan to make to 4.0)
Last edited by Pedrunn on 19-12-2001 at 20:06
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