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WesW
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Florence, Al., USA
Jan 1970 time: 23:17
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From comments I keep reading about Crusade, I wonder if the personality-switching code is working. When the code kicks in, you should receive one of these messages:
"Good news, {player[1].sir}, we have received reports that the {player[0].civ_name_plural} have adopted a new, peaceful stance in their governmental outlook."
"{player[1].sir}, the {player[0].civ_name_plural} seem to be following a pragmatic new foreign policy."
"{player[1].sir}! I bring dire news! The {player[0].civ_name_plural} appear to have taken a new, aggressive stance in their foreign relations."
If these messages are being received, can you tell significant changes in AI behavior?
This code is one of the linchpins of the modpack, as it lets the AIs play their differing personalities, but subject to random changes to avoid boredom.
Everyone keeps reporting how the AIs are not aggressive enough. If this code is working properly, the average AI civ should have a couple of warmonger periods over the course of the game, which should be enough to keep things interesting no matter if you start next to India or the Mongols.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:17
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Wes, I think it's just that the PROVOKE_WAR diplomatic state is not very provocative.
If you want to monitor what diplomatic states the AIcivs are using, put this in a .slc file:
code:
HandleEvent(BeginTurn) 'TestDipState' post {
int_t i;
int_t DipState;
if (IsHumanPlayer(player[0])) {
for (i=1 ; i < preference("NumPlayers");i=i+1){
if (IsPlayerAlive(i) && i!=player[0].owner) {
player[1]=i;
DipState=GetNewProposalPriority(player[1],player[0
],4);
if (DipState==100 ){
SetString(0,ID_DEFAULT);
}
elseif (DipState==250 ){
SetString(0,ID_PROVOKE_WAR);
}
elseif (DipState==75 ){
SetString(0,ID_MAKE_FRIEND);
}
else{
SetString(0,ID_TELL_WES);
}
message(player[0],'ReportDipState');
}
}
}
}
messagebox 'ReportDipState' {
Text (ID_ReportDipStateM) ;
}
and this in a strings file:
code:
DEFAULT "DEFAULT"
PROVOKE_WAR "PROVOKE_WAR"
MAKE_FRIEND "MAKE_FRIEND"
TELL_WES "ERROR: Tell Wes about this"
ReportDipStateM "The {player[1].civ_name_plural} are in the {action[0].text} dip state towards us"
Next, in whatever diplomacy.txt you're currently using, add this to the bottom of the DIPLOMACY_MAKE_FRIEND strategy:
code:
ProposalElement {
Proposal PROPOSAL_REQUEST_WITHDRAW_TROOPS
SendPriority 75
AcceptPriority 0
RejectPriority 150
SenderRegardResult -50
ReceiverRegardResult 200
ViolationRegardCost -250
ViolationTrustCost -20
}
and check that the SendPriority for PROPOSAL_REQUEST_WITHDRAW_TROOPS is 100 in DIPLOMACY_DEFAULT and 250 in DIPLOMACY_PROVOKE_WAR. They should be unless Dale changed them in some later version than the one I have.
You'll now get a message every turn telling you which diplomatic state the various AIcivs are taking towards you, so you can judge for yourself how these states affect the game.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:17
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Thanks, Peter, though I don't know when I will be able to try out a game. I have been really sick the last couple of months, and it shows no signs of getting better.
Leo, I always play on very hard, but no wars the entire game is still surprising. In my games, if you bordered a militaristic civ, they would always enter into a fight to the death sooner or later, usually sooner. If you did not share a continent with a militaristic civ, that may explain some of it.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:17
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Leonidas,
Were you the 'dominating' civ? There's always been a problem with gettting weaker civs to attack stronger ones.
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