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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:19
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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.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:19
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Thanks, Martin.
Last edited by Pedrunn on 28-05-2002 at 23:54
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:19
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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?
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:19
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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.
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