Dale, I could do it for you, I will send you an email
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Am emailing version 2.1 of the mod to Rich this morning. Here's a short rundown of changes from 2.0:
- Name change to Diplomod 2.1.
- Made it generic, should work with any other mods, not just frenzy AI.
- Supports frenzy AI 1.02 (just a little change of the script is needed)
- Cleaner and meaner.
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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."
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dale,
I'm glad someone is looking at the diplomatic aspects of the game. however, your mod makes the AI way too timid. Since the AI still insists on infringing on my borders with new cities, its been a tactic of mine to demand sale of these cities before they become too much of a nuisance. On occasion I hit the wrong button and no offer of payment is included in the demand. Today when i did this, instead of receiving a rejection, the AI accepted. In fact, i realized that they accept EVERYTHING. So, I demanded their largest city with no payment. They happily agreed, at which point I demanded every city of every civ I had contact with. I now control 1/2 the world without firing a shot or paying a dollar. Before that, I was getting offers to exchange maps every 4 or 5 turns. I'm looking forward to more realistic diplomacy, can this be fixed without undoing everything?
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History is written by the victor.
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Thanks for the feedback Alpha Wolf. I'll look into it.
Edit: I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3
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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."
[This message has been edited by Dale (edited January 15, 2001).]
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Got a frog in ya throat Rich?
BTW, expect v2.3 (maybe v3.0 if I re-write the lot) after the weekend. I'm starting to code the full AI diplo-handling routines. In previous versions I left it to the program to handle the considerations, but now I've got the mod-skeleton I'm going to add them in.
The AI diplo-handling routines will be the ones that look at the current position and force a proposal/response based on that analysis.
EG. Player[a] looks at player[b] and says "Hmm, nice border-city. I'll extort that." Player[a] sends player[b] a request_give_city. Player[b] looks at the proposal and says "Hang on a second, he receives THIS bonus, and I receive THIS bonus. My bonus is less so I'll counter-request." Player[b] sends player[a] a counter-request for GOLD equalling value of CITY. Player[a] looks at player[b] and says "Hmmm...... I don't have much gold left so NO SALE!" and refuses counter-proposal. BTW, I got this routine running. It seemed like the easiest to do. Obviously, if player[b] receives a 'gift' proposal it's gunna say "Cool! Free stuff!" and accept.
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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."
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quote:
Originally posted by Dale on 01-15-2001 07:59 PM
I've found the problem. I used a "Consider" statement when I should've used a "Change" statement. Will fix for version 2.3
Could you please let us know the bugfix for this i.e. where we need to replace the "consider" statement with the "change" statement ? I feel I can change this on my own in the 2.2 version (so no publishing of the bugfix version necessary) but I would need to know where....
Thank you!
Martina
[This message has been edited by Martina (edited January 16, 2001).]
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One suggestion I would make is to take a look at the while Gift offer. Getting a free city can be a VERY bad thing.
In SMAC you could cripple the AI by giving faction A a city of yours that is about to be overrun by faction B. Faction B is going to take that city, even if they are allied with faction A. You could keep doing this and always keep everyone fighting.
If it is possible, I would suggest that the AI consider the diplomatic status outcome for accepting a free city. If the sender is at war with a faction that shares a border with the gift city, then the AI should probably turn down the free city offer.
I have no idea what is possible through modifying the text files, so if this is too complex to implement, no big deal. It would be good to close that kind of loophole though.
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Martina:
The AI wasn't changing it's diplomatic strategy. It considered it but didn't change it. Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState.
Kinjiru:
At lunch I drew up some flowcharts to map the flow of diplomatic proposals and what to check (on paper of course). Pity I got beetroot juice all over it. Anyways, I thought of just that problem you mentioned. I figure it could be overcome if CityToExtort is within 10 squares of OwnCity which would make the city a border-city. That way, at least it has a fighting chance of getting defense there quickly. If you take into account the reality of supply problems, you don't want to accept a city that is too far from your borders, or on another island totally. I think this simple measure could simulate that. Any suggestions anyone?
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Author of Diplomod. The mod to fix diplomacy.
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."
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quote:
Originally posted by Dale on 01-16-2001 09:32 PM
Therefore, in the 'BeginTurn' routine you need to change all the ConsiderDiplomaticState's to ChangeDiplomaticState.
Thanks a lot, Dale! I did exactly that (in the 'BeginTurn' routine, changed from 'ConsiderDiplomaticState to ChangeDiplomaticState in total 3 times), however still I can get each and every city I request from others (independent from the tonality of my request).
Did I miss something ?
Martina
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Dale, I'm having some trouble with your mod. I'm getting an array out of bounds slic error as soon as I startup. I'm also running Frenzy v1.03. Maybe I'll just wait until v. 3.0 and re-try. I unzipped into install, but the files were in a 'default' folder, so I copied them over their namesakes down a couple of levels. Maybe I missed something.
P.S. Is there a way I can set this up with Frenzy as a scenario, and leave the base system alone?Many are cold, but few are frozen.No more durrian, please. On On!
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