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  • #61
    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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    • #62
      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.

      Comment


      • #63
        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?

        ------------------
        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."

        Comment


        • #64
          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?

          ------------------
          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."

          Comment


          • #65
            Nasty cough you have there Omni....

            The new design for your website is substantially better.

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

            Comment


            • #66
              Nasty cough you have there Omni....

              The new design for your website is substantially better.

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

              Comment


              • #67
                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

                Comment


                • #68
                  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

                  Comment


                  • #69
                    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!

                    Comment


                    • #70
                      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!

                      Comment


                      • #71
                        To those who have errors with my diplomacy mod, sorry bout that. Here's my suggestion. Instead of me spending time bug-fixing v2.2, I'll continue with v3.0. I now have the AI's swapping maps, advances and peace-treaties. Alliances are a little more complex to work out. I'm basing alliances on a combined overall rating of the two civs, whether they're at war or desire war with the same civs, and regard is fairly high. Now to get that part of the script running.

                        So question for you guys:

                        Do ya want me to bug-fix or continue till I get a v3.0 alpha for you to play with?

                        ------------------
                        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."

                        Comment


                        • #72
                          To those who have errors with my diplomacy mod, sorry bout that. Here's my suggestion. Instead of me spending time bug-fixing v2.2, I'll continue with v3.0. I now have the AI's swapping maps, advances and peace-treaties. Alliances are a little more complex to work out. I'm basing alliances on a combined overall rating of the two civs, whether they're at war or desire war with the same civs, and regard is fairly high. Now to get that part of the script running.

                          So question for you guys:

                          Do ya want me to bug-fix or continue till I get a v3.0 alpha for you to play with?

                          ------------------
                          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."

                          Comment


                          • #73
                            i'm not much for temp fixes, so my vote is 3.0

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

                            Comment


                            • #74
                              i'm not much for temp fixes, so my vote is 3.0

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

                              Comment


                              • #75
                                Same for me , ... and keep up the good work Dale !

                                Thanks!
                                Live long and prosper !

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