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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Pedrunn,
Since there are several alterations that did need to be addressed for 1.33, email me any files you have altered and added. What I will do is rebundle my main download with the fixed files and give it the designation 1.331, and then bundle all the fixed files as a separate download, so people do not have to redownload the main file.
And if anyone else has any last-second suggestions/bug reports, post here ASAP.
quote: Originally posted by The Rusty Gamer
Hexagonia,
Thanks for a great mod. I've never got completely through a game yet cos a new version comes along so the old save is incompatable, however I've always enjoyed it.
I noticed that we often start with different techs. Is that a random thing or is it related to the civ we choose or is it a standard feature in all mods? |
Here's hoping that 1.331 will allow you to finish a game.
The techs are random at the start of the game. Open CRA_diffDB.txt for a breakdown of which advances you have a chance of getting.
Last edited by hexagonian on 23-09-2002 at 18:23
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stankarp
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australia
Feb 2002 time: 05:22
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Hi David (aka Hexagonia)
Any chance of modifying the frenzy mode to make an AI more responsive to bribes and threats, particularly if it is weaker than you or just lost a large city or army?
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stankarp
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australia
Feb 2002 time: 05:22
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Hi Hex,
I thought you could achieve it by changing some of the values. There must be value attached to existing proposals such as give map, gold, city, advance. I dont know if there is a value set for loosing a stack but there must also be one for loosing a city because the readme says this raises hate level. Couldnt we access the values and simply raise them so loosing a city and getting a map has an impact. At the moment, once the AI reaches critical hate level, there appears to be no other solution but to wipe it out. Holding reception could also be worth more.
It seems to me if the values were simply changed, then you would end up with a situation where an AI who is hammered would accept a peace proposal for a while, but would go back on the war path once you became aggressive again.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Actually, in my last game, this very thing did happen...
I was fighting a two front war with the Minoans and the Romans. Rome was the big threat, and they were marching a ton of units against me. Minoa was weaker than me, but I didn't have the forces that I needed to wipe them out and at the same time defend against Rome. So I hammered Minoa a bit, offered them peace, and was able to focus on Rome. The suprising thing was that Minoa actually kept the peace for a long time and I was able to work up several tech deals with them - eventually they did attack me again. Of course I neglected my borders with them, but this was because they were very peaceful for such a long time...
BTW, this was at about 500-600 turns into the game, so the game and the AIs were fully established.
What I picked up from that encounter was that it is better to deal from a position of strength. The AI does have more respect for strength, and will usually bow when threatened. If you are weaker than the AI, it will treat you with arrogance, and it is easier for the AI in that situation to even ignore good relations. (This is actually historical too - more so in the past)
Part of the problem is that I do not want a lovie-dovie AI, because this then becomes an easily-exploited AI.
What you may want to take a look at is the CRA_civilsation.txt file to see what each civ has for a personality, and then look at the CRA_pesonalities.txt file to see how those personalities work themselves out. Cetain civs are more prone to aggressiveness than others. You can customize those settings on your setup and see what happens.
I do know that you can adjust the hate level higher or lower in the SLIC file, and there are probably numbers somewhere that set what each action creates in hate level points, though I do not think it is part of that SLIC file.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Well, I guess I can announce that the discussed fixes are at my site...
Download here
The designation for Cradle will now be 1.33a - and all Modswapper versions will have 1.33a as part of the name.
These fixes are only for the Visible Wonders and City Expansion SLICs. There is also a new 1.33a version without City Expansion.
As for any additional SLICS, I'm going to hold off on adding them for the moment, but I will urge players to add whatever SLICS they want to add to their own setup - at the same time, I ask that players report back on how those SLICS are doing in a gameplay situation. The same for the new SLICs in Cradle 1.33a...
Players may want to make a personal Modswapper setup with these new SLICS, especially for multiplay or Succession games.
To do so, duplicate one of the (CRA..._)gamefile.txt files and rename it with a prefix of your choosing. Open that file and see which (CRA..._)script.slc file is listed. Duplicate that (CRA..._)script.slc file file and also rename it - and rename that entry within your new (CRA..._)gamefile.txt
Place the new SLIC file in the ctp2_data/default/gamedata folder, then open up your new (..._)script.slc file and at the bottom of the file add an entry for your new SLIC. (Follow the example of the other entries.)
If the SLIC is more complex (for instance, it uses a str_txt file or also alters a text file), I leave it to the SLIC creator to fill you in on that aspect
If there is a lot of positive feedback for a SLIC, I will officially update Cradle with it.
Last edited by hexagonian on 25-09-2002 at 23:35
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