Thanks a lot Peter. So the algorithm is easy, the ai is looking to explore every square 5 spaces apart. This means in theory with units which have a view of 2 you would see at least 96% of the map when all explore goals are completed.
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Originally posted by LDiCesare
Thanks a lot Peter. So the algorithm is easy, the ai is looking to explore every square 5 spaces apart. This means in theory with units which have a view of 2 you would see at least 96% of the map when all explore goals are completed.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Yes I see that it's scanning the whole map everytime. I have adjusted the version by in my game. There is a difference between clash and CtP for the moment Clash gives orders to individual units (units obey to a strategy but have a lot of individual latitude right now) whereas CtP gives overall goals and then matches units and goals. The first approach lacks strategy, the second may overlook important things too if the stack best matching an important goal is far from it.
Anyway I look for the nearest neighbour square that is unexplored, and limit the number of acceptable squares to 1 every 3 squares, which lets the whole map be seen. The nearest neighbour is expensive too, but at least it's done only on a few squares rather than trying to match all goals.Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
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Better AI 94
Is there a slc file- Better ai -I could downlode and try?
I think the most improvements have been for diplomacy like 3.6 Diplomod.I use this in the 1.11 version and it works well.
Giving the ai the skill it needs to stay one step ahead of the human player must take alot of tweaking of files. But I recall there were some slc files to give the ai a slight boost in the first wave of attacks sometimes catching you off balance. Not the Frenzy mod 2.1.
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Originally posted by Protra3211
Better AI 94
Is there a slc file- Better ai -I could downlode and try?
I think the most improvements have been for diplomacy like 3.6 Diplomod.I use this in the 1.11 version and it works well.
Giving the ai the skill it needs to stay one step ahead of the human player must take alot of tweaking of files. But I recall there were some slc files to give the ai a slight boost in the first wave of attacks sometimes catching you off balance. Not the Frenzy mod 2.1.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Thank you Martain for responding!
The link didnt work but found a site that had your file on it. BureauBerts CtP2 modifacation site Better AI script v0.94 verison. Have to try it out. Also there is Clearorders slc by Locutus .
Been depending alot on the production cheats I could give the ai in DiffDB file and tweaking force matchs numbers to see what I could come up with.
Would like to cut back on these numbers a bit and use these slc files as way of making better game play.
What do think about raising the priority for Patrol in Goals and Strategies files ? Would like to see ai take control of open areas as a way of hemming in human player. AI stettles alot better now but if ai could push more units at your borders it would have a shot at taking cities you just made near enemies border. Well thank you again good luck on the patch your working on.
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Originally posted by Protra3211
The link didnt work but found a site that had your file on it. BureauBerts CtP2 modifacation site Better AI script v0.94 verison. Have to try it out. Also there is Clearorders slc by Locutus .
-MartinCiv2 military advisor: "No complaints, Sir!"
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Protra3211
I'm excited to see what you come up with. I'd love to see some better overseas invasions
but if you are feeling ambitious, two other AI movement things that should be added is the AI "seizing" tiles with goods on it and holding chokepoints.
Maybe using the slic HasGood or the Get water (to identify tiles with two or more sides of water) could help in that direction
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Originally posted by E
but if you are feeling ambitious, two other AI movement things that should be added is the AI "seizing" tiles with goods on it and holding chokepoints.
Maybe we should also add for the Goals.txt a good type target.
-MartinCiv2 military advisor: "No complaints, Sir!"
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That's the decisionmaking issue, is it always better to settle a chokepoint? If there's a tundra chokepoint, might be better to just have military units there without wasting the resources for a Settler, for instance.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Originally posted by Solver
That's the decisionmaking issue, is it always better to settle a chokepoint? If there's a tundra chokepoint, might be better to just have military units there without wasting the resources for a Settler, for instance.
-MartinCiv2 military advisor: "No complaints, Sir!"
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A random question, has anyone contacted this guy:
or any of the other progammers in this thread?
just curious....
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