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ahenobarb
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I was looking through the AI directory and noticed that the stragies.txt file tells the AI what tile improvements to build to achieve different goals. However, I noticed that the improvmentLists.txt file does not list very much. Could this be the reason the AI doesn't build many different types of tile improvements?
Strategies.txt (excerpt)
code:
...
// ordered list of terrain improvements that increase growth
ImproveGrowthList IMPROVEMENT_LIST_GROWTH
// ordered list of terrain improvements that increase production
ImproveProductionList IMPROVEMENT_LIST_PRODUCTION
// ordered list of terrain improvements to be randomly spread around
ImproveRandomList IMPROVEMENT_LIST_MISC
...
improvementlists.txt -- ENTIRE FILE
code:
# 4
IMPROVEMENT_LIST_GROWTH {
Improvement TILEIMP_FARMS
Improvement TILEIMP_ADVANCED_FARMS
}
IMPROVEMENT_LIST_PRODUCTION {
Improvement TILEIMP_MINES
}
IMPROVEMENT_LIST_TRANSPORATION {
Improvement TILEIMP_ROAD
}
IMPROVEMENT_LIST_MISC {
Improvement TILEIMP_LISTENING_POSTS
}
I just ran across this and haven't had time to test it, but I immediately thought of Martin's "Forts for AI" code and wondered if the AI would build forts on its own if they were included in the MISC list. Of course, Martin cleverly wrote his code so that the AI would use the forts to continue missing pieces of road, but perhaps the performance of the AI civs could be dramatically improved by including all the improvements here.
Has any one else seen this?
Last edited by ahenobarb on 07-04-2003 at 22:31
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ahenobarb
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quote: Originally posted by Pedrunn
One of the proofs is that when doing the city expansion, before making the TIs only avaible for Subneural Ads owner (this is a CTP2 dumb advance), the AI kept building cities in which werent in the improvementlists.txt list.
So believe me, it is tested and the file doesnt work |
There is so much unimplemented stuff in CTP2. Take a look at the DpilomacyThreat.txt file. Half the threats are commented out!
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ahenobarb
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quote: Originally posted by Pedrunn
I looked at that. But do you think that just by removing the comments '//' we can bring those options back? |
When I removed the comments and the threats appear as choices when you click the threat button. However, you get a few crazy results. Like when you click threaten: "Invade" the message in the box on the right says, "If you insist on being difficult, we will embargo all trade against you."
Of course this could just be caused by having the wrong message associated with the threat, but I doubt the AI will use the new/unused threats or respond to them (It doesn't really respond to the threats that are already available). That's probably why they commented the lines out.
Somebody said they wanted to work on improving the AI and re-implementing some of the disabled features, but I haven't heard anything in a while. It is probably a monumental task.
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