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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 > Some AI & Slic routines I made up last year while I was still playing CTP2
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player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:22
  Old Post 02-10-2002 05:13
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Some AI &amp; Slic routines I made up last year while I was still playing CTP2 Get a bigger avatar today!

Some AI & Slic routines I made up last year while I was still playing CTP2.

I don't remeber everything (one year has passed), but my MOD (called MyMOD), which can still be found at CTP2 forums has some interesting things, which looks like haven't been used by other MODs (or at least I don't know about that).

Since I was asked about this in one Civ3 thread I'll explain some of the things here.

Note: MOD can be donwloaded from that Link page.


Terraform.slc

Everytime when city grows up in size, it does automaticly Terrafroms neighbour tiles to proper terrains. Larger cities get larger terraform radius. This works for AI only, and it's FREE.

Warning: PTW cost and terrains index numbers are a little bit different from base CTP2.


Strategies.slc

This one activated some cutsom strategies.

Sine AI ALWAYS build only unit last in current build list.
So it ended up in building only one aircraft type, or only one type of special unit.
This SLIC activates in random some different stratgeies in oreder to make AI to build some other units. For example there is 50% chance that in this turn it would use build special strategy for air units, which is different then defualt one (different units on top)

Same have done for Spies, in oredr to build them more common somethimes (and so they won't be blocked by other special units which normally come at the end of queue).
It's done for Cruise Missiles too.

There are also NUCLEAR strategies.
Depending from number of cities, AI will build apropriate number of nukes.


Pw_cheat.slc

Everybody knows about this one.


Infras.slc

This code fixes AI bug in which AI players, when trying
to use Infrastructure or Capitalization, leave build queue empty.
It detects cities with empty build queues and gives them
15 per city pop PW and 10 per city pop gold bonus,
lowered by PW tax percent value. This should compensate for money & PW they would gain normally.


Deep_fish.slc

This is a GOOD one.
Since AI always builds Underwater Mines in ocean what hinders growth of underwater colonies, this SLIC activeates bulding of Fisheries for those underwater cities every time AI has more them 2000PW (and that easy with pw_cheat.slc)
Then it build them in tiles ajdanced to colonies unit it runs off PWs.


Building Build List:
Added Gaia computer at top of most build lists (but not all, done carfeull to preserve balance) in oreder to make AI build them.
Power Sattelite is also near the top, but beware since AI will build them endlessly so there is no point of playing the game after you win. But with this there is a achnace that AI can win too.


BuildListSequences.txt

Don't remeber what I did here. There was a lot of playbalaning of different strategies.
I remeber of enouraging use of Freighters, growth and garrison units.
There were also different stretgeies for diffenret Wonders litst for different personallities.


Goals.txt
I've done some things here, but don't remember what.


UnitBuildLists.txt

Added more options to support added stretgeies in SLIC.
In some cases some strange units are in bottom of queue, but that's done in order to force diversity in some AI troops (and it worked).


Strategies.txt

Played with almost everything here, but can't rememer the thing.



FINAL NOTE:
Most things I have done, were tested by me and worked.
AI was in fact pretty satisfactory.
It even new how to build sea colonies and Gaia cont.

Of course, some of AI settings are also tied to units stats, so using them in other MODs would change the way how AI reacts.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:22
  Old Post 02-10-2002 08:01
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Increase Your PM Length

Infras.slc
I really like this code and i will have it included in my mod

Strategies.slc
This code of yours made me want to do my own code of strategies using yours as reference.
I think Good Mod has it.

Building Build List:
BuildListSequences.txt

Didnt know about these changes. Looks Like good stuff.
I will check those for sure.


player1, Any chance too seeing you around here more often? Or is CTP2 out of question for you?

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:22
  Old Post 02-10-2002 13:01
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Get a bigger avatar today!

I doubt.
It just that I'm too much tired of constant AI tweaking and MODing.

At least Civ3, with all its drawbacks, has relativly good AI, and doesn't need constant MODing. And most basic bugs have been fixed by Firaxis (if just Civ3 could have SLIC).

Still, I'm happy to answers all needed question here.
(If I remember the answers)



P.S.
Anyway, has anybody found solution about AI stacks moving.
(when huge AI stacks stcuked between cities and couldn't move BUG)

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:22
  Old Post 02-10-2002 13:46 Visit SMIFFGIG's homepage!
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Player1, im glad you posted

Now im gunna read through that list

quote:
Anyway, has anybody found solution about AI stacks moving

Im pretty sure this is solved, as in the AIFrenzy.slc the Ai when they attack send in stacks of 12 (I always get slaughtered gunna play on medium or hard i think)

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:22
Post  Old Post 02-10-2002 20:26 Visit Martin Gühmann's homepage!
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You should add your mod to the directory, player1.

I do not use Infras.slc, because I removed infrastructure and capitilization from the AI build lists.

-Martin

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:22
  Old Post 02-10-2002 22:13
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In that case, when AI stops building other things it would just build defensive unit forever (instead of infars & cap).

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:22
  Old Post 02-10-2002 22:15
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#7 Report this post to a moderator
Lose 30 kilos (of popups)

By the way, what exactly is needed in order to add MOD to the CTP2 directory.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:22
Post  Old Post 03-10-2002 00:32 Visit Martin Gühmann's homepage!
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#8 Report this post to a moderator
Suffering from ads?

Click on the directory link above the threads between news and chat. Then you go to the category in which your new link might fit. In your case it would be:

Files -> Call To Power 2 -> Mods

or

Files -> Call To Power 2 -> Modification -> Text and SLIC

if you feels your mod is just an ressource for modmakers, today. Of course you can submit here parts of your mod.

And finally click on the add a link link. Of course you should be logged in.

-Martin

Last edited by Martin Gühmann on 03-10-2002 at 00:40

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