Some AI & Slic routines I made up last year while I was still playing CTP2.
I don't remeber everything (one year has passed), but my MOD (called MyMOD), which can still be found at CTP2 forums has some interesting things, which looks like haven't been used by other MODs (or at least I don't know about that).
Since I was asked about this in one Civ3 thread I'll explain some of the things here.
Note: MOD can be donwloaded from that Link page.
Terraform.slc
Everytime when city grows up in size, it does automaticly Terrafroms neighbour tiles to proper terrains. Larger cities get larger terraform radius. This works for AI only, and it's FREE.
Warning: PTW cost and terrains index numbers are a little bit different from base CTP2.
Strategies.slc
This one activated some cutsom strategies.
Sine AI ALWAYS build only unit last in current build list.
So it ended up in building only one aircraft type, or only one type of special unit.
This SLIC activates in random some different stratgeies in oreder to make AI to build some other units. For example there is 50% chance that in this turn it would use build special strategy for air units, which is different then defualt one (different units on top)
Same have done for Spies, in oredr to build them more common somethimes (and so they won't be blocked by other special units which normally come at the end of queue).
It's done for Cruise Missiles too.
There are also NUCLEAR strategies.
Depending from number of cities, AI will build apropriate number of nukes.
Pw_cheat.slc
Everybody knows about this one.
Infras.slc
This code fixes AI bug in which AI players, when trying
to use Infrastructure or Capitalization, leave build queue empty.
It detects cities with empty build queues and gives them
15 per city pop PW and 10 per city pop gold bonus,
lowered by PW tax percent value. This should compensate for money & PW they would gain normally.
Deep_fish.slc
This is a GOOD one.
Since AI always builds Underwater Mines in ocean what hinders growth of underwater colonies, this SLIC activeates bulding of Fisheries for those underwater cities every time AI has more them 2000PW (and that easy with pw_cheat.slc)
Then it build them in tiles ajdanced to colonies unit it runs off PWs.
Building Build List:
Added Gaia computer at top of most build lists (but not all, done carfeull to preserve balance) in oreder to make AI build them.
Power Sattelite is also near the top, but beware since AI will build them endlessly so there is no point of playing the game after you win. But with this there is a achnace that AI can win too.
BuildListSequences.txt
Don't remeber what I did here. There was a lot of playbalaning of different strategies.
I remeber of enouraging use of Freighters, growth and garrison units.
There were also different stretgeies for diffenret Wonders litst for different personallities.
Goals.txt
I've done some things here, but don't remember what.
UnitBuildLists.txt
Added more options to support added stretgeies in SLIC.
In some cases some strange units are in bottom of queue, but that's done in order to force diversity in some AI troops (and it worked).
Strategies.txt
Played with almost everything here, but can't rememer the thing.
FINAL NOTE:
Most things I have done, were tested by me and worked.
AI was in fact pretty satisfactory.
It even new how to build sea colonies and Gaia cont.
Of course, some of AI settings are also tied to units stats, so using them in other MODs would change the way how AI reacts.
I don't remeber everything (one year has passed), but my MOD (called MyMOD), which can still be found at CTP2 forums has some interesting things, which looks like haven't been used by other MODs (or at least I don't know about that).
Since I was asked about this in one Civ3 thread I'll explain some of the things here.
Note: MOD can be donwloaded from that Link page.
Terraform.slc
Everytime when city grows up in size, it does automaticly Terrafroms neighbour tiles to proper terrains. Larger cities get larger terraform radius. This works for AI only, and it's FREE.
Warning: PTW cost and terrains index numbers are a little bit different from base CTP2.
Strategies.slc
This one activated some cutsom strategies.
Sine AI ALWAYS build only unit last in current build list.
So it ended up in building only one aircraft type, or only one type of special unit.
This SLIC activates in random some different stratgeies in oreder to make AI to build some other units. For example there is 50% chance that in this turn it would use build special strategy for air units, which is different then defualt one (different units on top)
Same have done for Spies, in oredr to build them more common somethimes (and so they won't be blocked by other special units which normally come at the end of queue).
It's done for Cruise Missiles too.
There are also NUCLEAR strategies.
Depending from number of cities, AI will build apropriate number of nukes.
Pw_cheat.slc
Everybody knows about this one.
Infras.slc
This code fixes AI bug in which AI players, when trying
to use Infrastructure or Capitalization, leave build queue empty.
It detects cities with empty build queues and gives them
15 per city pop PW and 10 per city pop gold bonus,
lowered by PW tax percent value. This should compensate for money & PW they would gain normally.
Deep_fish.slc
This is a GOOD one.
Since AI always builds Underwater Mines in ocean what hinders growth of underwater colonies, this SLIC activeates bulding of Fisheries for those underwater cities every time AI has more them 2000PW (and that easy with pw_cheat.slc)
Then it build them in tiles ajdanced to colonies unit it runs off PWs.
Building Build List:
Added Gaia computer at top of most build lists (but not all, done carfeull to preserve balance) in oreder to make AI build them.
Power Sattelite is also near the top, but beware since AI will build them endlessly so there is no point of playing the game after you win. But with this there is a achnace that AI can win too.
BuildListSequences.txt
Don't remeber what I did here. There was a lot of playbalaning of different strategies.
I remeber of enouraging use of Freighters, growth and garrison units.
There were also different stretgeies for diffenret Wonders litst for different personallities.
Goals.txt
I've done some things here, but don't remember what.
UnitBuildLists.txt
Added more options to support added stretgeies in SLIC.
In some cases some strange units are in bottom of queue, but that's done in order to force diversity in some AI troops (and it worked).
Strategies.txt
Played with almost everything here, but can't rememer the thing.
FINAL NOTE:
Most things I have done, were tested by me and worked.
AI was in fact pretty satisfactory.
It even new how to build sea colonies and Gaia cont.
Of course, some of AI settings are also tied to units stats, so using them in other MODs would change the way how AI reacts.
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