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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Diplomacy.txt question
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Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 27-05-2002 05:28
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#1 Report this post to a moderator
Diplomacy.txt question Put an end to popups!

This is more like a interpretation question. In the lines:

code:
PositiveDecay 0.85 NegativeDecay 0.95


Does the positive/negative regard decay to 0.85 of its value (somethig like regard * PositiveDecayvalue) or doe it get 0.85 of it value smaller (something like regard - regard*PositiveDecayvalue).
If you do the math those possibilities give opposites effects.

in a short form: If i increase the value of those lines the decay will increase or decrease?

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:19
  Old Post 27-05-2002 14:48
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Increase Your PM Length

Decreasing the number increases the rate of decay.

BTW, I like to think of those numbers as the AI civ Leader's "memory" or "temperament". Taken all together they control how fast he forgets things. Another way of putting this is is to say that if he rapidly forgets the good things you do him (low PositiveDecay values) he's short-tempered, but if he rapidly forgets the bad things you do (low NegativeDecay values) he's forgiving.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 27-05-2002 23:11
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Remove this text

Peter, I have a curiosity. Playing your Newdiplomod i noticed that the AI is happy with every other AI.
How did you get them to be so nice to each other?

When i gave it a good look the first impression was that you increase the values to diplomacy yet you controlled its attitude towards the human by slic code. But your vlues in the diplomacy.txt arent that radical. Actually they are pretty much conservative. So where did you change the AI?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:19
Post  Old Post 28-05-2002 20:24 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Pedrunn
Peter, I have a curiosity. Playing your Newdiplomod i noticed that the AI is happy with every other AI.
How did you get them to be so nice to each other?

When i gave it a good look the first impression was that you increase the values to diplomacy yet you controlled its attitude towards the human by slic code. But your vlues in the diplomacy.txt arent that radical. Actually they are pretty much conservative. So where did you change the AI?


Everytime you make an agreement with the AI their regard for you will be increased, so if you add AI-AI diplomacy then their regard will increase automaticly, if they make agreements.

-Martin

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 28-05-2002 23:47
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Remove this text

Thanks, Martin.

Last edited by Pedrunn on 28-05-2002 at 23:54

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:19
  Old Post 29-05-2002 00:28
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#6 Report this post to a moderator
Tired of ads?

Pedrunn,

In addition to what Martin said, I used the LogRegardEvent function to increase their regard towards each other:

code:
VOID LogRegardEvent(int < player > , int < player > , regardDelta, regardEventType, ID_string, Delta_what) regardDelta is the amount to increase the first player's regard towards the second by. The Regard Event Types are listed as ScenarioEvent, MilitaryPowerEvent, MilitarySafetyEvent, DiplomacyEvent, GoldEvent, KnowledgeEvent, and ProductionEvent. So "0" is probably the null event type. ID_string is a string used in the Diplomacy intelligence screen. Delta_what has, I think, something to do with turns. For example, // Make the Allies like each other LogRegardEvent(2, 3, 1000, 0, ID_WW_BLANK, turnMax); where turnMax is the number of turns in the WW2 scenario.


But I went way over the top here and have since removed them. There's another function that let's you set trust:

code:
VOID SetTrust(int < player > , int < player > , int) Sets first player's trust towards second player to 0<= int <=1000. (?)


Sounds like you're working on a customized diplomacy system. Do you want a copy of my notes?

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 29-05-2002 01:20
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Support Apolyton, buy Civilization: The Boardgame

Yes, please.
It is exacly what i want and the main reason of this thread.

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:19
  Old Post 29-05-2002 01:45
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Put an end to popups!

Actually the original notes are mostly about SLIC functions and events but I think I've got some stuff on Diplomacy.txt too. I'll try to add it in and e-mail you a copy in a day or two.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 29-05-2002 03:16
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Support Apolyton buy from Amazon

Sounds ok.

Dont use my apolyton e-mail.
try
pedroguilherme@zipmail.com

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:19
  Old Post 05-06-2002 03:39
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Support Apolyton, buy Call to Power 2

As you know alredy the email isnt working.

You must use

pbcavalcanti@uol.com.br

I sent you a private message too.

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