Originally posted by Solver
OK, that all sounds good. Determening when the ships are full is easy with the new SLIC functions, so I can't see why wouldn't you post the script so someone could improve it and get it it completed, like Bert, as said!
Come on, do so
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OK, that all sounds good. Determening when the ships are full is easy with the new SLIC functions, so I can't see why wouldn't you post the script so someone could improve it and get it it completed, like Bert, as said!
Come on, do so
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However it is some kind of GoodMod, something beyond version 1.0. The files are for CTP2 v. 1.1 Activisions original patch, therefore I did not removed the soundfix slic and moved it into the tileimp.txt, terrain.txt is also the original version, and of course a lot of strings for the playtest version are missing. const.txt should need some modification to make it work with our playtest version. I tweaked a little bit the unit.txt so that is now true tanks != super weapon. The government determination code doesn't work without a modified govern.txt, the strategies.slc needs an modified strategies.txt but it keeps the AI from settleing and conquering when it has gone over the city limit. I didn't check if I disabled frenzy and player1's pw cheat, frenzy and pwcheat should be disabled and I think the modifications are only in place for GoodMod for ApolytonPack, so don't expect a strong AI when using the MedPack version, and of course it is not tested that I include all the necessary files.
And another thing if you want to use it with the playtest version. Peter messed around with the ConsiderNewProposal function therefore the argument list that is used in Diplomod doesn't match anymore with the argument list by our playtest version.
And finally the pack comes without a readme and of course you are on your own.
-Martin
GM11A.zip
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) when I can see some rationality in being attacked or having to attack another player, but I dislike at least as much having to struggle around with some spearmen for centuries for no other apparent reason but sharing a continent with an AI. I really hate AI's for attacking me restlessly while not settling on the huge landmass still waiting for them.[*] The second one hasn't yet been mentioned too often: Concerning military tactics and the AI's concept in general I think it's not only strength (in terms of production and loads of 12-stacks) but also variety of tactics that makes the AI an interesting and challenging opponent to the HUMAN. That's why I would like to experiment with applying as many tactical concepts as possible (each one a good concept per se regarding e.g. "land army movement", "naval tactics" and "air tactics") in different situations, chosen by some rationality that still needs to be developed at the "backend" of let's say economic, political ... choices but also somewhat "randomly", so that the HUMAN player cannot entirely predict the AI's next steps (which used to be the major "bug" with good old Frenzy as far as I am concerned: You just knew they would show up next to your closest city with a 12-stack as soon as they had built the 12 extra units).[/list=a]
additional uses for "Frenzy" armies could be thought of) - and you can use other concepts to make them use their armies differently when needed or just for the sake of variety. The same goes for different navy and air force concepts.
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(keeping this thread on topic) I opened a new thread to discuss the settling issue, which I think merits a thread of its own
against their opponents something is going terribly wrong as per default
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