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  • AI can use special units!!!

    Well I have never seen the AI Use special units like clerics, eco-rangers, ecoterrorist, or corporate branches, so I decided to go into strategies and give goals like create park, franchise, convert ETC....... values over 600000 for economic(corporate Branches) and Ecotopian(ecorangers, ecoterrorist, and clerics) civs. Well then I started a new game and gave ecotopian civs everything up to future advance 5 and 2 or 3 size 60 + cities with almost all the buildings and some ecorangers and I gave myself some pollution heavy size 60 + cities and 15 to 20 turns later they used their ecoranger on a size one city.

    I also changed the goal create park so that it has target owners of hot enemy cold enemy neutral and no contact since it seems to make sense that they would use the ecoranger on any city as long as it's polluting heavily.

    Is their any way to make this goal only work for polluting cities becuase they used their ecoranger on a size 1 city with no polution instead of my cities which had 1000 + pollution.

    here's the file:
    Attached Files

  • #2
    Re: AI can use special units!!!

    Originally posted by Cube
    Well I have never seen the AI Use special units like clerics, eco-rangers, ecoterrorist, or corporate branches, so I decided to go into strategies and give goals like create park, franchise, convert ETC....... values over 600000 for economic(corporate Branches) and Ecotopian(ecorangers, ecoterrorist, and clerics) civs. Well then I started a new game and gave ecotopian civs everything up to future advance 5 and 2 or 3 size 60 + cities with almost all the buildings and some ecorangers and I gave myself some pollution heavy size 60 + cities and 15 to 20 turns later they used their ecoranger on a size one city.

    I also changed the goal create park so that it has target owners of hot enemy cold enemy neutral and no contact since it seems to make sense that they would use the ecoranger on any city as long as it's polluting heavily.

    Is their any way to make this goal only work for polluting cities becuase they used their ecoranger on a size 1 city with no polution instead of my cities which had 1000 + pollution.

    here's the file:
    One think about Corp. Branches & Franchising:
    IT DOSN'T WORK.
    The only think you get is one little icon on enemies cities.
    You don't get ANY befefit, nor enemy losses anything.
    (Still clerics work very well)

    I also noticed that enemy dosn't expell anytnig, Lawyer doesn't sue anything, & AI's corp. Branch doesn't do anything.

    I think is not good to make parks with neutral or cold enemy since
    park is considered to be declaration of war & atrocity, so if AI wants peace
    he would send eco-rangers anyway which isn't good. It is weapon of war not cold war weapon like pirating or stealing techs.

    Still I succeded to add some additional goals in goals.txt:

    Code:
    GOAL_ADVERTISING {
      AvoidWatchfulCity
    
      SquadClass:Special  
    
      TargetType:City
      TargetOwner:HotEnemy
    
      Execute	ORDER_ADVERTISE
     
      ThreatBonus			  100
      EnemyValueBonus		  100
      AlliedValueBonus		    0
      PowerBonus			    0
      DistanceToHomeBonus	    0
      DistanceToEnemyBonus	    0
      ChokePointBonus		  100
      UnexploredBonus	  -999999
      ObsoleteArmyBonus		    0
      TreaspassingArmyBonus     0
    
      ThreatenType:SpecialAttackCity
      ThreatenBonus 5000
    
      ForceMatch:Special
    }
    
    GOAL_INCITE_UPRISING {
      AvoidWatchfulCity
    
      SquadClass:Special  
    
      TargetType:City
      TargetOwner:HotEnemy
    
      Execute	ORDER_INCITE_UPRISING
     
      ThreatBonus			  -50
      EnemyValueBonus		  100
      AlliedValueBonus		  100
      PowerBonus			    0
      DistanceToHomeBonus	    0
      DistanceToEnemyBonus	    0
      ChokePointBonus		  100
      UnexploredBonus	  -999999
      ObsoleteArmyBonus		    0
      TreaspassingArmyBonus     0
    
      ThreatenType:SpecialAttackCity
      ThreatenBonus 5000
    
      ForceMatch:Special
    }
    
    GOAL_POISON_CITY {
      AvoidWatchfulCity
    
      SquadClass:Special
    
      TargetType:City
      TargetOwner:HotEnemy
    
      Execute	ORDER_PLAGUE
    
      ThreatBonus			  -50
      EnemyValueBonus		  100
      AlliedValueBonus		    0
      PowerBonus			    0
      DistanceToHomeBonus	    0
      DistanceToEnemyBonus	    0
      ChokePointBonus		    0
      UnexploredBonus	  -999999
      ObsoleteArmyBonus		    0
      TreaspassingArmyBonus     0
    
      ThreatenType:DestroyCity
      ThreatenBonus 5000
    
      ForceMatch:Special
    }

    These are advertising for corp. branch, Incite Uprisiong of Abolionist
    and Plague city for Infector.

    this is part of strategies.txt for goals of special units which I use:

    Code:
    ...
    
        GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    
    ...
    
        GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    ...
    
        GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
        GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
        GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
        GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
        GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
        GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
        GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
        GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   2 }
        GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
        GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
        GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
        GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
        GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
        GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   1  MaxExec   1 PerCity}
        GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
        GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
        GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
        GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
        GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }
    Notice new goals at the end of the list.
    Some other goals have changed pririties a little, like assasinate wich is lower for 10000 (so eco-terr. will use Nano-terror attack if having money), investigae city put to 0 (AI already now how many units you have), incite rev. have a little higher pririties but lower MaxExec & MaxEval
    numbers (so it will give chance to other spy goals if haveing many spies).

    Still I don't now how to make AI expell units & sue them with lawyers.


    Here are my goals.txt & strategies.txt files (they won't work on their own but you can use them for comparation)
    Attached Files

    Comment


    • #3
      ...
      Attached Files

      Comment


      • #4
        Actually corporate branch does work, once I franchised about twenty or so cities, and my military support cost went down. But it wasn't much of a decrease.

        The way I see it when they become ecotopians any civ that is polluting heavily, will become they're enemy no matter what their previous regard for them was before ecotopia. This way if you have good relation with an Ecotopian, but are polluting heavily, they might attack you. I'm thinking of lowering the priority for create park since now it's at 830000 just below settling.

        For the Expelling you could make a new goal and use order expel. Advertise should also be cold enemy, unless it causes war.

        Comment


        • #5
          I'am not shure about Advertising, but I'll check, in fact I copied clerics
          SOOTSAY priorities.

          About Franchising I don't know I checked and saw that enemies dosn't loose anything and I looked my military costs & pw and they didn't changed.
          Are you sure about that, test is again, please.

          Comment


          • #6
            Yes, it should be a cold war attack (advertising).

            Expel goal allready has the expel order but it dosn't work.
            I tried with new indentical goal too (GOAL_EXPEL1)
            The same thing happens for sue order (both city & unit versions),
            and for franchising order.
            Other orders work perfectly!

            Does anybody have any idea?

            P. S. I don't think that goal selection can be influenced by pollution level.

            Comment


            • #7
              Originally posted by player1
              About Franchising I don't know I checked and saw that enemies dosn't loose anything and I looked my military costs & pw and they didn't changed.
              Are you sure about that, test is again, please.
              To test it you could use a game with many AIs and establish in all AI cities a franchise by the cheat editor. From the const.txt it should steal production. You should search for this line in the const.txt and increase the effect:

              Code:
              FRANCHISE_EFFECT 0.1    # How much production a franchise steals
              -Martin
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • #8
                I know that when I did this that line was at about 20-30 % instead of 10%. I've got a game with medmod v1.1 that's in 2170 but I changed the uniticon file so that it would work with version 2, I'll see if i can get it to work. The thing is in this game I'm the most productive civ, and the other civs are pathetic production wise. Well I'll check I know there are at least 9 civs left and over 70 cities.


                ThreatBonus 100
                EnemyValueBonus 100
                AlliedValueBonus -30
                PowerBonus -30
                DistanceToHomeBonus 10
                DistanceToEnemyBonus -10


                does any one know what these lines do.

                From what I read in the modification section of apolyton's CTP 2 site, enemy value is supposed to give a bonus depending on how valuable the target is to the enemy. Is that right? So if I raised this value would it make them more likely to turn larger cities into parks?

                Comment


                • #9
                  Originally posted by Cube
                  I know that when I did this that line was at about 20-30 % instead of 10%. I've got a game with medmod v1.1 that's in 2170 but I changed the uniticon file so that it would work with version 2, I'll see if i can get it to work. The thing is in this game I'm the most productive civ, and the other civs are pathetic production wise. Well I'll check I know there are at least 9 civs left and over 70 cities.


                  ThreatBonus 100
                  EnemyValueBonus 100
                  AlliedValueBonus -30
                  PowerBonus -30
                  DistanceToHomeBonus 10
                  DistanceToEnemyBonus -10


                  does any one know what these lines do.

                  From what I read in the modification section of apolyton's CTP 2 site, enemy value is supposed to give a bonus depending on how valuable the target is to the enemy. Is that right? So if I raised this value would it make them more likely to turn larger cities into parks?
                  There is an old post which has many information about this question.
                  I thnik it was a Conversations with Richard Myers (Azmel).
                  The post is from April or March.

                  Comment


                  • #10
                    Power, Enemy, Threat & Allied bonuses are scaled bonuses,
                    so if goal is a goal with maximum Enemy Value it would get 100 points
                    if goals is goal with 50% of maximum Enemy Value it would get 50 points
                    if goals is goal with very little Enemy Value it would get almost 0 points

                    Distance bonus is multiplied with distance from center of enemy (or yours) empire.

                    Than, all these bonuses are added to value in startegies.txt

                    For more information look at thread I talked about.

                    Comment

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