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  • #61
    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.
    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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    • #62
      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.
      Well something like this, but actual it is not very clever, you scan the whole map for possible goals. Tgis means the huger the map the slower the algorithm, better would be of course to send troops to the visibility frontier and continue there. However this isn't so simple anymore.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

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      • #63
        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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        • #64
          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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          • #65
            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.
            Well if you want the latest but unfinished version of this file, you can try this post. But note this file is unfinished and the AI still cannot do oversea invasions, but it should give you a beat on one continent only maps.

            -Martin
            Civ2 military advisor: "No complaints, Sir!"

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            • #66
              And if you DO finish and improve that script, also using the new SLIC functions, you will be our eternal hero .
              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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              • #67
                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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                • #68
                  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 .
                  Just tested the link in my previous post and it works and the link in that post I posted the link work as well. It should you lead you to an experimental version of GoodMod with the better Ai slic of v.0.99.

                  -Martin
                  Civ2 military advisor: "No complaints, Sir!"

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                  • #69
                    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
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • #70
                      Actually, getting a script for decent naval invasions that works would be an even stronger improvement that seizing goods at this point.
                      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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                      • #71
                        Have the file BetterAI 99 version

                        Dont know why the link didnt work before but have it now. Thanks again .Never played the Good mod.

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                        • #72
                          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.
                          Actual the AI should settle on choke points, to block them. Maybe there is a problem of defining a choke point, it is not only the question of how many borders of this choke point tile consists of strand but also how big are the resulting landmasses after removing this choke point.

                          Maybe we should also add for the Goals.txt a good type target.

                          -Martin
                          Civ2 military advisor: "No complaints, Sir!"

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                          • #73
                            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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                            • #74
                              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.
                              Well we can give choke points a bonus like the good bonus.

                              -Martin
                              Civ2 military advisor: "No complaints, Sir!"

                              Comment


                              • #75
                                A random question, has anyone contacted this guy:



                                or any of the other progammers in this thread?

                                just curious....
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

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