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  • Help! AI won't build ships

    Here are the details.

    I'm trying to make a 7 years war scenario based in the Carribean, so the map is mostly water. The AI will builds all possible land units but never any naval units. All of the naval units show up the city menu as a possible build, so there's no tech tree problems.

    I'd like some opinions about why this might be happening.

    I'd also like some ideas about how to fix the problem short of creating all the ships by event.

    I'm willing to send the rules file or scenario to anybody who wants to take a closer look.

    ------------------
    "There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
    "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
    --

  • #2
    hmm, sounds very strange... Maybe it has to do with the production cost? Or are there any land units with "sea related roles"?
    I think some closer examination would be in order...
    OK, send it to me and I'll look what I can find...


    BTW, there is one issue I just wanted to ask you via mail: Could you help some people wanting to switch Multiplayer options (i.e. simultaneous or round based play) by making a tool which automates this process?
    I think this would be quite easy for you, as you've evolved similar programs before.

    The problem was described in the following thread: http://apolyton.net/forums/Forum4/HTML/001019.html

    As far as I can tell, the flag's adress seems to be variable, but the result of testing two completely different games suggests that it could be a fix location if you count from the end of the savegame, maybe only depending on the Civ Version (MGE or ToT).
    For MGE (I did not test ToT yet) I counted in two instances that it was (53*16+7) bytes before the end of the file.

    ------------------
    SCDARS
    scenario_feedback@hotmail.com
    Civilization Webring Forum

    Comment


    • #3
      Attack ships? Naval Superiority ships? Sea Transport ships?

      ------------------
      St. Leo
      http://www.sidgames.com/hosted/ziggurat/
      http://www.sidgames.com/forums/
      Blog | Civ2 Scenario League | leo.petr at gmail.com

      Comment


      • #4
        Heaven knows I've spotted some VERY weird things before, but this is a first for me. Sure, send the files and I'll give her a scan.
        To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

        From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

        Comment


        • #5
          The naval units have all 3 roles: Attack, naval superiority, transport. I'll try changing attack role to naval superiority and see what happens.

          If that doesn't resolve the problem, I'll zip up the files and send them to the volunteers.

          BTW: Here's my map.

          My gut feeling is that this world is just too watery for this to ever work. I hope my gut feeling is wrong.

          ------------------
          "There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
          "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
          --

          Comment


          • #6
            Even before seeing your map, I was wondering the same thing. Is there some proportion of water-to-land which impacts the AI's decision to build ships? One way to test this would be to replicate your scenario (test purposes only) on a different map (or do the same thing by adding a huge chunk of land to the existing map using Dusty's MapCopy)
            To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

            From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

            Comment


            • #7
              Great lookin' map, btw!
              To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

              From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

              Comment


              • #8
                Tried changing the 1 naval defined as attack to naval superiority. It didn't help. My scenario is on its way for those who offered to take a look at it. What I'm looking for is for suggested changes to some of the unit values in the rules.txt.

                I'm gonna try out Kull's idea and add a bunch of land.
                "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
                --

                Comment


                • #9
                  you could always give the AI ships in the events file...

                  Comment


                  • #10
                    As I recall, Jesus Balsinde had the same problem in Eldorado. He couldn't get the AI to build crocodile units for the "nature" civ. I tried to help, but got the same result.

                    I have my doubts about the water/land ratio theory. I suspect that only larger civs, with certain hard coded factors for # of cities, units, improvements etc., will have the AI build naval units. Another suggestion: perhaps a more favourable strength/cost ratio might help.
                    Tecumseh's Village, Home of Fine Civilization Scenarios

                    www.tecumseh.150m.com

                    Comment


                    • #11
                      So far I've tried 3 things, none of which helped:

                      1) Used Cheat Mode to delete all pre-existing Naval Units. No dice.

                      2) Went into Rules.txt and changed every civ from "Perfectionist" to Expansionist". Nada.

                      3) There are a lot of one-space islands. To entice the AI I made all of them larger. No diff.

                      Tecumseh: It's something other than civ-size and/or complexity. The AI Minoans in SoG churn out plenty of ships, often with as few as two cities in existence. It may not be so much a land/water ratio as a "no place to go" problem.
                      To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

                      From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

                      Comment


                      • #12
                        A few other attempts, also without success:

                        4) Gave the Plumbing pre-req to most of the city improvements and wonders (all except "Church") in the hope that this would stimulate unit building. It did, but only land units. Even when I destroyed all the existing naval units.

                        5) Tried a "start-from-scratch" game in the main civ directory (copied in all the Indies .gif files plus rules, labels, pedia, city and game.txt) Unfortunately not much can happen since the tech tree doesn't support this kind of thing. It may be worth another look at the tech tree to ensure there aren't any logic loops or other problems.

                        To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

                        From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

                        Comment


                        • #13
                          Sorry, my memory is faulty. Jesus couldn't get his SNAKE units to ATTACK adjacent ground units. No relation to Gothmog's problem at all.
                          Tecumseh's Village, Home of Fine Civilization Scenarios

                          www.tecumseh.150m.com

                          Comment


                          • #14
                            I've been working on this too. I did three things that seems to have resolved the problem. Because I did them at the same time, I don't know which one fixed it. That's a matter for further research.
                            1. I went through each tribe and increased the city sizes by about an average of 50%.
                            2. I changed the unit stat for the basic land defensive unit (rifleman) from 6-4 to 5-3.
                            3. I removed the negotiation triggers from the events file. They were in there to make tribal relations conform to history, but I think I like the scenario better without them, even though it will be less historical.

                            To test the too much water theory, I started a convential game on the caribbean map. I played quite a few turns, then checked the other tribes and they had built triremes.

                            I have also tried most of the things Kull tried with the same result.

                            Kull, there should be no problems with the tech tree. It is unchanged except for the extra techs, none of which depend .

                            I thank everyone for their help. I got some extra ideas from the postings here.
                            I'll try to isolate the real cause of the problem and report back here.

                            ------------------
                            "There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
                            "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
                            --

                            Comment


                            • #15
                              Was the rifleman in the musketeer or knight slot?

                              What are the ship stats?

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