 |
|  |
 |
|
BurntHostage
|
|
stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
|
|
I'm sorry, but the AI in this pack still plays like a *****
I'm poised to crush France (muah hahah) after bloodbathing 2 other civs to extinction, when France 'sneak attacks' with one puny marine.
And the AI's attack? Pillage. Whoa.... look out, after 5,000 years the AI might actually start to put a dent in my income.
Gee, real tough for me to handle that when I'm sitting off France's coast with 3 mixed navy fleets carrying 36 stealth bombers and 2 dozen tanks (at least).
Granted, some of the pathetic French counterattack was more substantial (still pretty easily repulsed though), but I was also watching the AI civs war with one another - almost all they did was pillage, pillage, pillage. About the only thing I see in this game as far as combat now is PILLAGING - BORING!
All this pillaging in Apolyton's CTP pack sucks and makes this game even duller.
Sorry - the civs ARE smarter and the diplomacy is waay improved - but all they do is PILLAGE.
So, how do I prevent the AI from using pillage as an attack?
|
|
|  |
 |
|
Turambar
|
|
England
Apr 2002 time: 05:23
|
|
What difficulty level were you playing on?
|
|
|  |
 |
|
BurntHostage
|
|
stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
|
|
Thanks ahenobarb I'll try your strat changes
|
|
|  |
 |
|
Peter Triggs
|
|
Gone Fishin, Canada
Jan 2000 time: 05:23
|
|
BurntHostage,
What mod are you playing?
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:23
|
|
Noted...
Hear are the settings for the STRATEGY_DEFAULT in Cradle. The ATTACK and SEIGE numbers are higher than the pillage numbers for the STRATEGY_ATTACK and STRATEGY_SEIGE setings though, and there are a variety of settings for the various other STRATEGY_(SCIENTIST, ECONOMIC and so forth...).
GoalElement { Goal GOAL_SEIGE Priority 620000 MaxEval 20 MaxExec 15 }
GoalElement { Goal GOAL_ATTACK Priority 720000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_PILLAGE Priority 753000 MaxEval 10 MaxExec 5 }
I'm not sure exactly when the AI will switch to a different STRATEGY though...how long will it stay in ATTACK or SEIGE???
As stated, increasing the priority numbers to 900000 for ATTACK and SEIGE (and decreasing PILLAGE to 500000) for all of the STRATEGYs should help in that regard.
One of the reasons why I did not do that in Cradle was because on the highest levels of Cradle, the AI is able to maintain a good science lead and thus a sizable unit ability advantage, and it has the use of the Frenzy code, which prompts it to move its forces into human lands. Frenzy also is also more hair trigger in regards to the hate levels - it prompts the AI to more quickly declare war on the human player.
Once the AI is in your lands and it has declared war on you it has three main choices - Pillage/Seige/Attack. I have tried to balance out the three, trying to keep in mind that advantage that the AI does have.
If the AI pressed its advantage to its fullest ability, it could roll through a player very easily. My last game was a good example of this - the AI was fielding Legions/Belfrois on turn 200 while I had just gotten to Hoplites. And the Incas were methodically taking my cities too, even with the settings as they are. (I'm not ashamed to admit that I did end up ditching that game because I was too far back...my military had also been decimated trying to stop them)
Players have also reported back that there has been a good mix of city losses in Cradle, so I haven't tinkered with the numbers too much lately.
I would like to suggest for a player to make the changes above and to report back on what they observed, giving higher priority to ATTACK and SEIGE on all of the STRATEGY_ entries.
|
|
|  |
 |
|
Turambar
|
|
England
Apr 2002 time: 05:23
|
|
quote: If the AI pressed its advantage to its fullest ability, it could roll through a player very easily. My last game was a good example of this - the AI was fielding Legions/Belfrois on turn 200 while I had just gotten to Hoplites. |
Would it not be better to reduce the AI's science advantage and get it to press itself to it's fullest ability fight wise?
I'd rather see an AI with only a slightly higher tech lead fight as well as it can then a more reserved AI with a huge tech lead.
|
|
|  |
 |
|
BurntHostage
|
|
stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
|
|
Pillaging is overrated 'cause in this version the ai's build up so much infrastructure they wind up rebuilding pillaged tiles instantly only to get pillaged again in a couple turns (and over and over)
Here's what I changed the settings to:
GoalElement { Goal GOAL_DEFEND Priority 557000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 900000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_ATTACK Priority 750000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_PILLAGE Priority 103000 MaxEval 10 MaxExec 5 }
Swear to you guys, before when I watched the cpus fight each other it was all pillage now they're attacking cities/units like crazy.
|
|
|  |
 |
|
BurntHostage
|
|
stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
|
|
Don't get me wrong - this mod is waaaaay better use of the ai than the original game!
You actually made it interesting to play again
|
|
|  |
 |
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:23
|
|
Here are adjusted CRADLE Strategies and a reduced AI bonus for the AI, as per Turambar's request. This will change Cradle to 1.34b and requires 1.34a to be installed beforehand. If this comes back with favorable reports, I will make it standard.
Thanks for the feedback on this - keep it coming...
Attachment: 134b1.zip
This has been downloaded 3 time(s).
Last edited by hexagonian on 10-12-2002 at 10:16
|
|
|  |
 |
|
BurntHostage
|
|
stinkin' warmongerin' USA Yeehaa
Nov 2002 time: 05:23
|
|
sure...!
call it the BurntMod!
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:23
|
|
You will have to manually change the settings in the SAP strategies. If you simply rename my file, the game will crash because there are different governments in Cradle.
As for the changes in Cradle, I made the SEIGE and ATTACK priorities at 800000 in the default STRATEGY and dropped Pillage down to 500000, plus I also went into all of the various STRATEGY_xxx and tweaked the numbers too. As pointed out earlier in the thread, the main thing is to have a clear differentiation between the numbers, so I think that the numbers are sufficiently weighted toward ATTACK and SEIGE. If not, then we bump them up more and drop pillage down further...
Peter, I always assumed the same, which raises the question - Why are those strategies in the file then????
BTW, I'm always assumed that HARRASS refers to the actions taken against unconventionals/diplomats/settlers by military units, but what is HARRASS_CITY???
|
|
|  |
 |
|  |
 |
|
Peter Triggs
|
|
Gone Fishin, Canada
Jan 2000 time: 05:23
|
|
Re: 'Harass'
Here's what Azmel2 told WesW about this:
quote:
1)What is the difference between the Attack and Harass goals? Also between Harass City and Siege? They seem like the same thing to me.
Richard: Notice that the Attack and Siege goes have different force matching than the harass goals. Harass goals have lower priority and are used to throw units at an enemy to keep them on their toes until a large enough force to attack or seige has been created.
|
The Harass goals have the same targets but use the Harass force matching conditions which are lower than the Offensive force matching used by the Seige and Attack goals. This means that the AI should be attacking those targets (cities or armies) with weaker forces, i.e. even suicidally. I think the idea was to weaken the defenders (maybe kill a few of them or just lower their health) so that they could be finished off with another attack on the next turn. But I've very rarely seen this happen and haven't had much success with tweaking the data.
IMO, these goals could have been better named. In my mod I've changed them to
code:
ATTACK_CITY_OFF = SEIGE
ATTACK_CITY_HAR = HARASS_CITY
ATTACK_UNIT_OFF = ATTACK
ATTACK_UNIT_HAR = HARASS
And if anyone is worried that they might have problems getting to sleep tonight, here's "How Does The AI Task It's Units", which I started to write last summer (it's .rtf, open with WordPad):
Attachment: how does the ai task it's units.rtf
This has been downloaded 42 time(s).
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|