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  • Hey, have a good trip...

    Don't hit any deer, or my brother-in-law!
    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...

    Comment


    • Can't always trust what others are saying can you But Andre is correct in that the AI gets weaker with time as you are able to buildup and repel anything they sent at you. With the frenzy and diplomod combined it ups the ante a little bit and strengthens their stand substantially over the long run (but isn't perfect by any means). Most of the comments on those two mods are based on Impossible level playings, and I hope most of the comments/complaints about the AI come from people at Very Hard or Impossible since the AI at lower levels is truely a push over. Give those mods a try and see some real toughness come your way.

      Comment


      • In that case, look at the other thread to see how to create a new strategy and inherit from that one instead.
        “It is no use trying to 'see through' first principles. If you see through everything, then everything is transparent. But a wholly transparent world is an invisible world. To 'see through' all things is the same as not to see.”

        ― C.S. Lewis, The Abolition of Man

        Comment


        • My Friend on Mplayer said that He had found a Bad String that makes the AI confused between Rivers Roads and ways to return home? That would explain why the AI goes nuts at a river/Road junction with there constant back and forth. I asked him for it but he didnt give.....ill keep on him but if hes right, that would certainly explain alot.

          Comment


          • COuld someone please explain to me step by step how to install the frenzy and diplomatic mods? I can barely turn my computer on and off, so i would appreciat ethe help.
            THE HARDER THE STRUGGLE THE GREATER THAT TRIUMPH

            Comment


            • Thanks. I think I'll be installing that

              Another thing I recently noticed. They ask me money for improvements.

              But I guess that the "I give you advance and you give me money" whereby the money never arrives is a hardcoded "feature"?
              Nostalgia isn't what it used to be

              Comment


              • I figured that you tried to screw me Dale I still haven't had them give me anything, the AI must just hate me even if I've fallen off the pace or if I'm leading the pack... so I've said screw them. Here comes my tanks..... That'll teach them.

                The vendictive ruler

                Comment


                • Don't ya wish you could code slic for individual users? You could put in all sorts of traps and stuff to trigger depending on who was playing. Now THATS evil!

                  ------------------
                  Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

                  Comment


                  • I rarely post, but I have not seen this issue addressed, or I may have missed it.

                    I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet.

                    Here are examples of setting in DiffDB from Alpha.

                    Beginner=
                    # % amount to multiply production cost by per age for ai
                    AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0
                    AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9

                    Impossible=
                    # % amount to multiply production cost by per age for ai
                    AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW
                    AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW

                    Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels.

                    The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING!

                    I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name.

                    Has this been covered before? Am I missing something?

                    ------------------
                    -- Red Eyed Civer (Dooh! It's 4:30AM again!)
                    -- Red Eyed Civer (Dooh! It's 4:30AM again!)

                    Comment


                    • Well, it aint all that hard actually.
                      Frenzy v4.0:
                      Unzip the Frenzy folder to, e.g
                      E:/Activision/Call To Power 2/Scenarios
                      (replace with your hard drive name and path)

                      Start CTPII, press new game button ( ) and press "select scenario". Scroll down to the Frenzy scenario, load it, and then select your game settings.

                      For Diplomod 3.2, it's easy to install, just follow the instructions in the readme's.

                      Comment


                      • I'm sure that if Firaxis keep half an eye on this forum they are bound to put an easter egg or two in for several of us in Civ3

                        (if(Apolyton_member){
                        disable_bugs();
                        }


                        Nostalgia isn't what it used to be

                        Comment


                        • I'd say rather
                          if (apolyton_member) {
                          disable_bugs();
                          }

                          Comment


                          • It was my assumption that the settings were based on how much something costs for the AI - A lower setting (say 0.7) means that the cost of an item is only 70% to the AI as it is to the human player.

                            Alpha - any input on this, especially if the AI generally dies out after a certain period of time, based on ranking?

                            Howie
                            Could you post your settings?
                            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...

                            Comment


                            • Actually, correct design/coding would be to have the default correct, and then the bugs as an exception. Eg:

                              if(!(player[0] == APOLYTON_MEMBER)) {
                              EnableBugs();
                              }

                              But others you could have are:

                              Code:
                              if(player[0] == Dale) {
                                  AddGold(player[0], 1000000000);
                              }
                              
                              if(player[0] == Dale) {
                                  GiveAdvance(player[0], ADVANCE_TANK_WARFARE);
                              }
                              Though it would spoil the game.

                              ------------------
                              Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

                              Comment


                              • quote:

                                Originally posted by Howie on 02-13-2001 11:49 AM
                                I rarely post, but I have not seen this issue addressed, or I may have missed it.

                                I have followed the slic and non-slic AI improvments and have toyed myself. One of the main complaints I see repeatedly is that the human player makes gains and eventually "turns the corner" in the 1st century or so and then the game is boring. I have not seemed to encounter this. If fact, if anyone is "turning the corner" it is the AI that is wiping me off the planet.

                                Here are examples of setting in DiffDB from Alpha.

                                Beginner=
                                # % amount to multiply production cost by per age for ai
                                AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0
                                AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9

                                Impossible=
                                # % amount to multiply production cost by per age for ai
                                AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.7 0.7 0.7 ## JAW
                                AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.25 0.3 0.35 0.4 0.5 ## JAW

                                Obviously, smaller numbers benefit the AI as seen between "Beginner" and "Impossible" levels.

                                The same logic goes for the scaled bonuses over the ages. So why is everyone scaling the values to DECREASE the AI's bonuses as the game progresses. The reason the AI is falling behind is because the human is gaining while the scaled bonuses for the AI are DECREASING!

                                I have scaled my bonuses in the DiffDB as well, but in the REVERSE direction. My AI gets TOUGHER as the game goes on, making "Impossible" level live up to it's name.

                                Has this been covered before? Am I missing something?




                                I'd be interested in seeing what numbers you use also. There was a thread awhiles ago that talked about these numbers. I went by the concepts there and changed the numbers until I achieved my goals of the AI always outproducing me, and it seems to catch up when behind, and its hard for me to catch up science wise. The last game I played is on 1700 and I'm behind by 4-6 advances, and havent been able to catch up. We all have about the same number of cities, so I achieved my goal but that doesnt mean I'm using the the most efficient numbers. So much of moding is nothing but trial and error.

                                ------------------
                                History is written by the victor.

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