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  • 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.

                  Comment


                  • quote:

                    Originally posted by Apollon on 02-14-2001 01:35 AM


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


                    Hi Apollon,

                    From another software challenged person, what tool does
                    one use to edit the 'script.slc' file in the diplomod
                    instructions.

                    Everything else is easy because there all .txt files

                    Dennis

                    Comment


                    • Double-click on the script.slc file and it'll ask you what program to open in. Find Wordpad (down the bottom of the list) and click OK.

                      ------------------
                      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


                      • Hmm, I thought the game already did that, but with the assumption that all players were called Dale


                        ------------------
                        Nostalgia isn't what it used to be
                        Nostalgia isn't what it used to be

                        Comment


                        • Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality?

                          Comment


                          • quote:

                            Originally posted by Steve5304 on 02-17-2001 03:27 PM
                            Dale whats the big idea with the "Nader" Personality.Please Explain this one and why isnt there a Bush/Gore personality?


                            The writing team for CTP2 were liberal-minded...you can tell it if you read through the great library...why do I know? As they say, it takes one to know one.

                            The best bit of CTP2 *must* be the great library--it's very informative and it is also a great read, truthful, historically accurate and in many cases up to date...I think it's one aspect of the game no one has ever really bothered thinking about.

                            Comment


                            • Hiya folks. I had some thoughts on the weekend about AI's and games and thought I'd share them to see how you guys feel about it.

                              Basically, I came to the conclusion that the AI in CTP2 is not really that bad. I mean, it does what it was programmed/designed to do. It does use all of its options that it has available strategically. Actually, after thinking about the CTP2 AI I'd hate to be playing it as my first ever TBS 4X game. I've been playing games since 1980, predominately high-end strategic, TBS empire-builders, war games and even RPG's. Now all of these games require at the least an adequate AI to make the game playable. How is an AI adequate? I think we can break that down into these areas: a) an AI needs to be able to think high-end strategy (the future/overall picture), nationalised strategy (attack/defense fronts/national modifiers), and localised strategy (city/unit level). This looks easy to do on paper, and because humans minds are attuned to thinking on all three levels at the same time, but what of a PC? Each single and individual command is another line of code. To set values is a line. To compare is a line. How many lines would be needed? Also, you must remember that each line of code takes CPU clock cycles. Sure, a clock cycle is measured in milliseconds/picoseconds, but we're talking about thousands of clock cycles to process here. For an AI to make an informed decision it needs to have up-to-date info which means processing as much current data as possible (and even past data as the case requires) BEFORE it'll even start to think about what it'll do next. The gaming world is demanding faster and better AI in games. Well, using all the above logic (who's going to dare say I'm wrong there ) contradicts this. To make a better AI we need to process more CPU clock-cycles. But processors are getting better and faster. This is where my thoughts led me to a debate question:

                              After many years of playing games which utilise an AI, does a gamers strategic thinking increase faster than the progression of processors and consequently AI adequateness?

                              My answer is YES. Quite simply, by looking over the last 5 years of strategy games, I've never really had a problem in defeating an AI. Sure, I may get beaten for a few games, then start winning and end up winning every game on the top level.

                              My conclusion is that I'd hate to be playing CTP2 as my first ever TBS 4X game, as I believe the AI would in fact be pretty hard. Which is why we occaisionally see posts from CTP2'ers who are being beaten by the AI on the less-than very hard levels.

                              ------------------
                              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


                              • Hear hear Dale.
                                I don't have quite the length of experience you do, but I remeber cutting my teeth on Kampfgruppe on my C64 back in the mists of time.

                                The human ability to react, change tactics and have several different options available is something the AI programming isn't able to compete with right now.

                                How often in Civ-genre games have you tied an enemy down on one of their borders and got them funneling units to the front like mad, and then crushed them with a tank-based army hitting them from behind ?

                                Is the Frenzy AI mod worth having ?

                                Comment

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