as far as I've seen it works and the Ai was doing some cross water stuff before, your code ought to make it better.
thanks for your work
No, I have not even considered latest playtest at this stage.

as far as I've seen it works and the Ai was doing some cross water stuff before, your code ought to make it better.
thanks for your work
I have made some progress with the testing of the invasion code in a full game from Smithldoo.
The problem is as I suspected, AI ships were not putting to sea. I have found and corrected the error (Slic is a language where you can write code that is syntax correct, but often does not work).
However, I found an answer to a problem that puzzled me about my previous game where only one AI invaded me where at least 3 had access to me and the triggers had been met. If when sailing to the human, the AI navy passes any one of its cities, the pathing code gets the navy to sail through the city as the movement cost is less than the open sea, then something in the source code takes over and unloads those troops then groups them with the city units.
I am now working on trying to fix that situation. In the first test game I ran, I now recall that the ai invasion point was the closest ai city to me, so navies sailed to me without passing one of their own cities.
This gets more and more complicated.

The movement is not in fact cheaper, but the pathfinding thinks it is, which gives rise to this behaviour. FYI, I believe this has been fixed in the Apolyton Edition.Originally posted by stankarp
However, I found an answer to a problem that puzzled me about my previous game where only one AI invaded me where at least 3 had access to me and the triggers had been met. If when sailing to the human, the AI navy passes any one of its cities, the pathing code gets the navy to sail through the city as the movement cost is less than the open sea, then something in the source code takes over and unloads those troops then groups them with the city units.

I know stan has been doing a lot of work but in the few AoMs I started with the AE the AI was doing some decent cross water stuff. 9I never finished the games though)

Actually, the movement cost through cities is cheaper (city 50, normal water tile 100). Most of the times this does not even matter, because the water-pathfinder always starts with a straight line anyway - much faster to compute, and valid when assuming that all water tiles have equal movement. The "real" pathfinder is only used when obstacles/unpassable tiles are encountered.Originally posted by J Bytheway
The movement is not in fact cheaper, but the pathfinding thinks it is, which gives rise to this behaviour. FYI, I believe this has been fixed in the Apolyton Edition.
The fix was for the turn count boxes for the human player. Cities were passable, but had the movement cost derived from the underlying terrain (e.g. 200 = 2 turns, for forest).
I must admit that all invasion tests have been pre turn 250, so all ships are still restricted to coastal tiles until Trireme arrives.
The invasion code has been tested again and it works fine as long as the assault TF does not sail close enough to a freindly port to divert into it.
I tried a
return STOP; on these TF forces if they try to unload in a city but that did not appear to work.
I am at a loss how to write an order to stop these TF from entering a city until after they unload. Suggestions welcome please and thanks in advance for any help.

Thanks for the correction. That does seem peculiar, but I guess it makes a kind of sense...Originally posted by Fromafar
Actually, the movement cost through cities is cheaper (city 50, normal water tile 100).

I have a new computor(3 months old) P4-(3.0GHz) 512ram and 128MB video card. Ages of Man should run perfect am I right?
Have Civ4 on order but im put off by the many reported problems. Will wait awhile as 50 dollars is alot to invest along with new video card and more ram looking at 200 dollars.
So Ages of Man is looking better all the time (have CtP2 two disc) as it already been patched and worked on for some time. A thread could be started to order Ages of Man till patches are ready for Civ4.
Not a put down of Civ4 but Ages of Man could act as a release for those of us who are not able to play Ci4.

since I'm waiting as well, I'll be around. stankarp has offered me to test out some of his newcode. And maq and I talked about doing an AoM succession game, will you be interested?

Well I have to order a copy of Ages of Man. Have two copies of CtP2 so if one wears out have a back up.
Planed to pick it up before but was worried about putting credited card numbers in any web sight .Even PayPal. But many say its safe as Amazon .com so maybe its ok.
Have been reading the AOM forums and its a very deep game on par with Paradox games like EU -Hearts of Iron and Victora.
Will get back to you E . Have to E-mail Stan to see how long game takes to mail out.

You can download it too (unless the downloadable version has fallen behind the other version somehow).Originally posted by Protra3211
Well I have to order a copy of Ages of Man.
You should have no problems. Slightly better than mine.I have a new computor(3 months old) P4-(3.0GHz) 512ram and 128MB video card. Ages of Man should run perfect am I right?
The version that is downloadable from Apolyton is the Diplomacy update. If you download that, the other files will only be about 5 MB for all the latest changes. I was waiting to finalise the invasion code before I sent it out.
About a week to airmail to most place if you cannot download. I have only 12 printed discs left out of 300, after that I will not be shipping discs except as non printed ones.
BTW, please be aware under the Activision EULA I do not have any copywrite/license etc for AOM material. Feel free to distribute copies. Many people have already done so.
If anyone wants to ship a disc to Protra3211 if he cannot download, feel free to do so. I simply cannot afford to do it in numbers from this side of the world.
Protra3211 did anyone send you a copy of AOM or have you downloaded it?
I have just emailed to E and Maq a updated AOM file. I wrote a little pathfinding code which worked in tests for the invasion code. I has able to get ai invasion forces to detour by up to 2 tiles to avoid one of their own cities.
I do no know how it will work in a full game though.

It would take about 31 hours to down load. Because I have dail up . Has anyone done this and have the game work using dail up? If so let me know.
I dont like to use paysites because I worry about ID theft which is not your fault .
Because the it cost is so little I would send the money(cash) or moeyorder or check in advance to anyone who had a copy of AOM in US. Is updated manuel on CD?
Thanks stanlark for asking.
On a another note. Once updated patch is finished what will be the future of CtP2?
It looks like Ages of Man is on par with Civ4 for now.Mods will of course change this.Well thats what some are posting in AOM forums . Its seem its as deep and complex as Civ4 and has a strong AI .
Hoping some of the Civ4 fans will give AOM a chance as it will work on most computors today. Something to play while their saving money for computor upgrades.
Protra3211
Send me your mail address to;
stankarp@bigpond.com.au
and I will see what I can do.

PM me the address info - the shipping costs are about $3.00 US and I will throw in some extra goodies.Originally posted by Protra3211
Because the it cost is so little I would send the money(cash) or moeyorder or check in advance to anyone who had a copy of AOM in US.
I can get it out Tues or Wed.
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Once you get it, email me and I can send you all the updates (total about 6 meg).

Alright stankarp will do that . I know there is one update to diplomacy . Should be great . Everyone so far has posted that its more than a mod . Medmod2 gave me a run for awhile but made friends with strong Civs and spend alot of gold on tech shopping which helped me get back into the game . I dont think this will work in AOM.
Thats why you have posted that human to AI diplomacy has to be hard work in AOM to keep game balance and make you think many turns ahead as if you were playing a chess match

stankarp,
i got your updates via email. looking over the slic I think with te playtest some can be removed like martin's good slics, forts for ai, and the airunits stuff that stuff has been put into the playtest.
i'll post a thread fot a succesion game and set up, looking to start it this weekend.
One thing E, I change Martins forts for ai to watchtowers. Those fortifications simply became havens for the human as the ai never garrisons them. It was fairly important for AOM because of the supply rule.
I recommend doing the same for the playtest if possible.

good point. i'll check it out. I think there is much in AoM that should be made standard in ctp2.
thank you for your hard work.
Yes as watchtowers, it worked very well. The watchtowers do the job Martin intended without being anything more than a small pillage bonus to the human.

The air units stuff isn't in I just added some code but it isn't finished.Originally posted by E
and the airunits stuff that stuff has been put into the playtest.
The forts where supposed to connect the land of the AI, and that isn't either. However as the AI now settles more closely (a strategies.txt change by the way), it isn't really needed, even if it would be nice if the AI would build them.Originally posted by E
Yes as watchtowers, it worked very well. The watchtowers do the job Martin intended without being anything more than a small pillage bonus to the human.
-Martin
Civ2 military advisor: "No complaints, Sir!"

i saw the ai playing pretty decently so I assumed they were in. I stand corrected then.
then stan's watchtower code might be a useful add-on then. I was thinking of adding a "somewhat blank" improvement called a claim so that players can just grab squares at a time. but if the watchtower code is there then I'll stay with that.
I did mod for bombers to be immobile long range bombard units via peter triggs code but i noticed his notgrouping of immobile units coe doesnt work.
In AOM we went back to the Cradle setting of 3 tile between ai cities and they build/get empires of up to 40 cities plus.
The watchtowers are important because the AI will not disband found cities. Also, very important for the AI who captures other ai cities. Usually 2 ai per game will go on the war path and capture several ai cities. I have seen them then gradually connect those cities to their own empire.

Is there a way to zip files of AOM into main CtP2. Have the disc along with diplomacy update. Would be faster and less chance of moving files to wrong place.
Have Winrar. I think when I was coping and pasting must did sometging wrong. Did one file at a time.
Have downloded mods like Cradle along with Mod manger and it was a snap. But I have worked around CtP2 file system before so should get it. Just have to be carful

Did try to zip files to place AOM and overwirte old ones but only would place a whole new file within a file.
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