I've never played CTP before, but AOM looks great! Perhaps I will be buying it in December...
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Some major developments on version 1.03 (Yin's update).
I am confident the coordinated ai attack code (where the ai will use multiple stacks) is working, but I will tweak it a little more before release.
In addition, I found a new way to designate a target for the allies of the human player, outside diplomacy code (which is sooooo hard). So now the human can have a working meaningful alliance with the ai, but I am planning some surprises.
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Pretty impressive stuff, Stan.
That a relative amateur (no offense) can take an ancient game like CTP2 and tweak the AI to the point where it's SIGNIFICANTLY better than the AI in games released in late 2005.....well....that says something.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
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Hi Pedrunn, I am honoured by your return and comment.
I am emailing you direct to get your address so I can post you a complimentary copy as offerred earlier this year.
If you have broadband, you can download from Apolyton. There is a revolving add at the top or bottom of this page that appears periodically.
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The download is the best option for me but I cant find it (the database is a link to your website). If I only someone could show me the link..."Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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Originally posted by Pedrunn
If I only someone could show me the link...
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As everyone knows, I am only a dogged amateur with slic but I have a problem/question. I am very reluctant to remove anything from others code, especially experienced slicer's, but this one has me puzzled.
HandleEvent(EndTurn) 'FAI_set_AttackTarget' pre {
int_t i;
int_t j;
int_t num;
location_t tmpLoc;
city_t tmpCity;
int_t tmpDistance;
int_t minDistance;
if (IsHumanPlayer(player[0]) && FAI_FRENZY > 0 && FAI_INIT == 1000) {
FAI_HumanNumber = player[0];
minDistance = 10000;
if(player[0].cities > 0) {
for (i = 0; i <= FAI_MAXPLAYERS; i = i + 1) { // LOQ: set start value at 0 so Barbs can play too...
***if(ArmyIsValid(FAI_FirstArmy[i])) {
I have marked the puzzling line ***. Am I right in saying this line is not required as this is an end turn event and no army has been identified or called. The same line is used in a frenzy begin turn event and I established by using checkers that it did not work as there is again, no army called or identified.
Thanks for any help.
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Originally posted by stankarp
As everyone knows, I am only a dogged amateur with slic but I have a problem/question. I am very reluctant to remove anything from others code, especially experienced slicer's, but this one has me puzzled.
HandleEvent(EndTurn) 'FAI_set_AttackTarget' pre {
int_t i;
int_t j;
int_t num;
location_t tmpLoc;
city_t tmpCity;
int_t tmpDistance;
int_t minDistance;
if (IsHumanPlayer(player[0]) && FAI_FRENZY > 0 && FAI_INIT == 1000) {
FAI_HumanNumber = player[0];
minDistance = 10000;
if(player[0].cities > 0) {
for (i = 0; i <= FAI_MAXPLAYERS; i = i + 1) { // LOQ: set start value at 0 so Barbs can play too...
***if(ArmyIsValid(FAI_FirstArmy[i])) {
I have marked the puzzling line ***. Am I right in saying this line is not required as this is an end turn event and no army has been identified or called. The same line is used in a frenzy begin turn event and I established by using checkers that it did not work as there is again, no army called or identified.
Thanks for any help.
And by the way next time you should use the [CODE] and [ /CODE] tags to enclose the code. Code without proper indention is not very readible.
-MartinLast edited by Martin Gühmann; November 23, 2005, 21:21.Civ2 military advisor: "No complaints, Sir!"
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Do you still get the second settler bug? IIRC, these FAI_FirstArmy[i]'s
Code:HandleEvent(EndTurn) 'FAI_set_AttackTarget' pre { int_t i; int_t j; int_t num; location_t tmpLoc; city_t tmpCity; int_t tmpDistance; int_t minDistance; if (IsHumanPlayer(player[0]) && FAI_FRENZY > 0 && FAI_INIT == 1000) { FAI_HumanNumber = player[0]; minDistance = 10000; if(player[0].cities > 0) { for (i = 0; i <= FAI_MAXPLAYERS; i = i + 1) { // LOQ: set start value at 0 so Barbs can play too... if(ArmyIsValid(FAI_FirstArmy[i])) { //############ for(j = 0; j < player[0].cities; j = j + 1) { GetCityByIndex(player[0], j, tmpCity); tmpDistance = Distance(tmpCity.location, FAI_FirstArmy[i].location); if (tmpDistance < minDistance && !IsUnderseaCity(tmpCity)) { if(IsContinentBiggerThan(tmpCity.location, tmpDistance) && IsContinentBiggerThan(FAI_FirstArmy[i].location, tmpDistance)) { //GetRandomNeighbor(tmpCity.location, tmpLoc); // LOQ: let the AI move to nearest square (as opposed to random), take city if it's empty FAI_AttackTarget[i] = tmpCity.location; // LOQ: idem minDistance = tmpDistance; } } }//############ } else { // if there's no valid FAI_FirstArmy, use 1st city as target point. GetCityByIndex(player[0], 0, tmpCity); //GetRandomNeighbor(tmpCity.location, tmpLoc); // LOQ: let the AI move to nearest square (as opposed to random), take city if it's empty FAI_AttackTarget[i] = tmpCity.location; // LOQ: idem } } } } }
Anyway, it was a general question. The FAI_FirstArmy[i] is already initialised at the start of the game. I would have thougt that as this is not a move unit / beginturnarmy type event, you would have to call something like GetarmybyIndex first?
So everything between where I marked //############ would not work?
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Originally posted by stankarp
Anyway, it was a general question. The FAI_FirstArmy[i] is already initialised at the start of the game. I would have thougt that as this is not a move unit / beginturnarmy type event, you would have to call something like GetarmybyIndex first?
-MartinCiv2 military advisor: "No complaints, Sir!"
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