Announcement

Collapse
No announcement yet.

This pack's AI's fighting ability sucks

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • This pack's AI's fighting ability sucks


    I'm sorry, but the AI in this pack still plays like a *****

    I'm poised to crush France (muah hahah) after bloodbathing 2 other civs to extinction, when France 'sneak attacks' with one puny marine.

    And the AI's attack? Pillage. Whoa.... look out, after 5,000 years the AI might actually start to put a dent in my income.

    Gee, real tough for me to handle that when I'm sitting off France's coast with 3 mixed navy fleets carrying 36 stealth bombers and 2 dozen tanks (at least).

    Granted, some of the pathetic French counterattack was more substantial (still pretty easily repulsed though), but I was also watching the AI civs war with one another - almost all they did was pillage, pillage, pillage. About the only thing I see in this game as far as combat now is PILLAGING - BORING!


    All this pillaging in Apolyton's CTP pack sucks and makes this game even duller.

    Sorry - the civs ARE smarter and the diplomacy is waay improved - but all they do is PILLAGE.

    So, how do I prevent the AI from using pillage as an attack?
    </i>"We apologize for the Inconvenience"</i> — God's last message to His creation, <i>Hitchhiker's Guide to the Galaxy</i>

  • #2
    I agree with you. I used to have the same problem. Fortunately, there is a way to change this. Open up the strategies file in
    C:\Program Files\Activision\Call To Power 2\ctp2_data\default\aidata

    and scroll through the file looking for the numbers that affect the agressiveness of the AI. What you are looking for are the attack numbers and the seige numbers. When you find these, increase them to a much higher number.

    For isntance, the number I have for the Default strategy are:

    GoalElement { Goal GOAL_DEFEND Priority 557000 MaxEval 2 MaxExec 1 PerCity }
    GoalElement { Goal GOAL_SEIGE Priority 900000 MaxEval 25 MaxExec 25 }
    GoalElement { Goal GOAL_ATTACK Priority 720000 MaxEval 25 MaxExec 25 }
    GoalElement { Goal GOAL_HARASS Priority 490000 MaxEval 25 MaxExec 25 }


    In the original file that came with the game, the values were:

    GoalElement { Goal GOAL_DEFEND Priority 557000 MaxEval 2 MaxExec 1 PerCity }
    GoalElement { Goal GOAL_SEIGE Priority 405000 MaxEval 20 MaxExec 4 }
    GoalElement { Goal GOAL_ATTACK Priority 405000 MaxEval 25 MaxExec 25 }
    GoalElement { Goal GOAL_HARASS Priority 355000 MaxEval 25 MaxExec 25 }


    Now, the AI units/armies head straight to my cities. It's really tough game play, but it's much more interesting. Now there is the possibility that I might lose a game.

    Comment


    • #3
      What difficulty level were you playing on?
      Shores Of Valinor.com - The Premier Tolkien Community -

      Comment


      • #4
        Yeah i noticed that too, when the AI has you right where they want you with 4 full stacks around your cities, they start taking out your farms, oh no! But now you can expect to lose a few cities now and then.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

        Comment


        • #5
          Thanks ahenobarb I'll try your strat changes
          </i>"We apologize for the Inconvenience"</i> — God's last message to His creation, <i>Hitchhiker's Guide to the Galaxy</i>

          Comment


          • #6
            BurntHostage,

            What mod are you playing?

            Comment


            • #7
              I'm playing the Apolyton mod

              I can't be that good, can I?

              It was the next-to-hardest level, but I've spent months playing this and other Civ games before (literally) so maybe I need to play the toughest level...

              Or maybe I just need to handicap myself more while playing:
              </i>"We apologize for the Inconvenience"</i> — God's last message to His creation, <i>Hitchhiker's Guide to the Galaxy</i>

              Comment


              • #8
                Maybe, but probably not.

                It's like Ahenobarb said. I always thought that Hex and Dale had prioritized the Pillage goal a bit too much but all the feedback was positive so I figured I was a minority of one.

                The crucial thing is that the goals you want it to do ATTACK, SEIGE, and HARASS should be higher than the PILLAGE goal

                Comment


                • #9
                  i think this should maybe be changed in the next Cradle version (if there is a next)

                  P.S. Is this the same in MedMod2 ???
                  Oxygen should be considered a drug
                  Tiberian Sun Retro
                  My Mod for Tiberian Sun Webmaster of
                  http://www.tiberiumsun.com

                  Comment


                  • #10
                    Thanks for the feedback. No one has said anything on the pillaging before now, except for a comment or two on "the AI could've taken my city, but pillaged instead". No one's said it was a problem before. The SAP2 goals are taken straight from Cradle. So that's why they both have the same thing.

                    Comment


                    • #11
                      Noted...

                      Hear are the settings for the STRATEGY_DEFAULT in Cradle. The ATTACK and SEIGE numbers are higher than the pillage numbers for the STRATEGY_ATTACK and STRATEGY_SEIGE setings though, and there are a variety of settings for the various other STRATEGY_(SCIENTIST, ECONOMIC and so forth...).

                      GoalElement { Goal GOAL_SEIGE Priority 620000 MaxEval 20 MaxExec 15 }
                      GoalElement { Goal GOAL_ATTACK Priority 720000 MaxEval 25 MaxExec 25 }
                      GoalElement { Goal GOAL_PILLAGE Priority 753000 MaxEval 10 MaxExec 5 }

                      I'm not sure exactly when the AI will switch to a different STRATEGY though...how long will it stay in ATTACK or SEIGE???

                      As stated, increasing the priority numbers to 900000 for ATTACK and SEIGE (and decreasing PILLAGE to 500000) for all of the STRATEGYs should help in that regard.

                      One of the reasons why I did not do that in Cradle was because on the highest levels of Cradle, the AI is able to maintain a good science lead and thus a sizable unit ability advantage, and it has the use of the Frenzy code, which prompts it to move its forces into human lands. Frenzy also is also more hair trigger in regards to the hate levels - it prompts the AI to more quickly declare war on the human player.

                      Once the AI is in your lands and it has declared war on you it has three main choices - Pillage/Seige/Attack. I have tried to balance out the three, trying to keep in mind that advantage that the AI does have.

                      If the AI pressed its advantage to its fullest ability, it could roll through a player very easily. My last game was a good example of this - the AI was fielding Legions/Belfrois on turn 200 while I had just gotten to Hoplites. And the Incas were methodically taking my cities too, even with the settings as they are. (I'm not ashamed to admit that I did end up ditching that game because I was too far back...my military had also been decimated trying to stop them)

                      Players have also reported back that there has been a good mix of city losses in Cradle, so I haven't tinkered with the numbers too much lately.

                      I would like to suggest for a player to make the changes above and to report back on what they observed, giving higher priority to ATTACK and SEIGE on all of the STRATEGY_ entries.
                      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


                      • #12
                        If the AI pressed its advantage to its fullest ability, it could roll through a player very easily. My last game was a good example of this - the AI was fielding Legions/Belfrois on turn 200 while I had just gotten to Hoplites.
                        Would it not be better to reduce the AI's science advantage and get it to press itself to it's fullest ability fight wise?

                        I'd rather see an AI with only a slightly higher tech lead fight as well as it can then a more reserved AI with a huge tech lead.
                        Shores Of Valinor.com - The Premier Tolkien Community -

                        Comment


                        • #13
                          Pillaging is overrated 'cause in this version the ai's build up so much infrastructure they wind up rebuilding pillaged tiles instantly only to get pillaged again in a couple turns (and over and over)

                          Here's what I changed the settings to:

                          GoalElement { Goal GOAL_DEFEND Priority 557000 MaxEval 2 MaxExec 1 PerCity }
                          GoalElement { Goal GOAL_SEIGE Priority 900000 MaxEval 25 MaxExec 25 }
                          GoalElement { Goal GOAL_ATTACK Priority 750000 MaxEval 25 MaxExec 25 }
                          GoalElement { Goal GOAL_PILLAGE Priority 103000 MaxEval 10 MaxExec 5 }

                          Swear to you guys, before when I watched the cpus fight each other it was all pillage now they're attacking cities/units like crazy.
                          </i>"We apologize for the Inconvenience"</i> — God's last message to His creation, <i>Hitchhiker's Guide to the Galaxy</i>

                          Comment


                          • #14
                            Don't get me wrong - this mod is waaaaay better use of the ai than the original game!

                            You actually made it interesting to play again
                            </i>"We apologize for the Inconvenience"</i> — God's last message to His creation, <i>Hitchhiker's Guide to the Galaxy</i>

                            Comment


                            • #15
                              This thread is one of the most interesting one I have ever read. I decided to change the values of my Apolyton Pack strategies accordingly, I thus opened the text file but when I scrolled the whole text I saw GOALS were distributed all along the text.

                              Do I have to change all the values each time ATTACK, PILLAGE, DEFEND and SIEGE are concerned (I have noted some goals are set to 0) ?

                              If not, what are the lines that need to be changed ?

                              BurntHostage : (to be pronounced rolling the "r") the dreadful revenge of the undomitable french people will be your loss...
                              "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

                              Comment

                              Working...
                              X