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PROJECT: AE and AOM compatibility

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  • #46
    looking at the strategies text I see this in the default strategy.txt


    MinimumHappiness 75 //from 73
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #47
      Originally posted by E
      looking at the strategies text I see this in the default strategy.txt


      MinimumHappiness 75 //from 73
      Actually you find this in the ApolytonPack strategies.txt, the original has as it says a value of 73 and the AE strategies.txt has a value of 72.

      Or do you mean you see this in STRATEGY_DEFAULT of Stan's strategy.txt. In this case the problem maybe located inside the code.

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

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      • #48
        Thanks for considering this guys.

        The strategy settings for AOM come from Cradle, except I bumped up some of the aggression levels, things like;

        GOAL_ATTACK Priority 850000

        Some of these priorities were raised.

        If anything is missing or wrong, it should also apply to Cradle.

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        • #49
          Originally posted by Martin Gühmann

          Or do you mean you see this in STRATEGY_DEFAULT of Stan's strategy.txt. In this case the problem maybe located inside the code.
          yeah that was stan's strategy default. i guess its in the code...
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • #50
            Originally posted by E
            yeah that was stan's strategy default. i guess its in the code...
            Why so angry about it E? It just means that I had to look inside the code and indeed I found the problem, namely that some piece of the code was missing. There is just one side problem left.

            By the way Cradle 3.5 is a little bit slow and the AI loves it to go over the city limit without fearing the consequences. And those are much severe than in a standart game.

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

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            • #51
              I had to look inside the code and indeed I found the problem, namely that some piece of the code was missing. There is just one side problem left.
              Wondering how this was going and what the "side problem" was.

              Thanks.

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              • #52
                Stan, if you have the time (high hopes) could you create a list of the slic functions you use. I don't need really every function by name but mainly slic features used for the game like barbarian spawn, darkages, etc. Just to get an idea of some things that we can optionally code.

                I think I have the start of some new difficulty options like the militia code. It involves just adding it to the diffDB and the game give the AI a militia unit when a city is empty at the beginning of a turn. This should work better than the slic code and faster.

                the other difficulty addition I have in the works is the Civil War code. Like in Civ2 if the capital is captured half of the civ breaks into a new civ. Something I've missed and IIRC Cradle had it done in SLIC.

                Some stuff will be left to slic but ideally if I code the other stuff it will run faster in game and maybe as a new feature in CTP2 players can add the AoM flags they want (like Dark Age or Dynasties). That way the base game could have a lot of the AoM code people love.

                i may need help with it but I think it would be cool. Down the road I'd have to ask Martin if there is a way to make the rules button in the game start up (currently just Blood Lust and Pollution) actually use these options instead of having to put it in the DiffDB. I think the Ctp2 community would love to have AoM toggles or even some of features available at start up.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #53
                  Hi E,

                  The main thing I wanted to do was actually test AOM with AE initially before beginning to try a code everything. That is why I installed all the AOM stuff over AE and found it started and ran no problems. Till the AI empires began to split.

                  If the problem with the AI not responding to the settings in construction/strategies/governments text re use of sliders can be overcome quickly, I would just like to start the test again and see how other stuff works.

                  Since I streamlined city expansion, the game is a lot faster. The things I could see being coded in the long run (but not necessary for a full test at this stage) are those that run each turn or regularly.

                  e.g.
                  disasters code (runs every human turn).
                  human and ai repair (where pw is used to heal units, runs every player turn except Barbs).
                  Human succession (kings) code, runs every human turn.
                  Pirates(every barb turn).
                  Some frenzy stuff(every ai and human turn).
                  AI unit updates (as required).
                  Advances from goods (watchtower.slc)-maybe, only runs a few times each game.
                  Capture advance slic.
                  Wonderunits and heroes(runs every turn for every player).
                  AI and Barbarian pillage(every turn for every non human player).

                  the other difficulty addition I have in the works is the Civil War code. Like in Civ2 if the capital is captured half of the civ breaks into a new civ. Something I've missed and IIRC Cradle had it done in SLIC.
                  I don't recall anything in cradle about rebellions. In AOM the rebellion code is tied to a cumulative counter that records cities under the 75 happiness threshold and when the counter exceeds 30, there is a chance of rebellion. Also there are several period or historical adjustments to the chances of rebellion (more rebellions in the medieval period). When you hit the modern era, there are no more rebellions.

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                  • #54
                    Originally posted by stankarp
                    Hi E,
                    disasters code (runs every human turn).
                    human and ai repair (where pw is used to heal units, runs every player turn except Barbs).
                    Human succession (kings) code, runs every human turn.
                    Pirates(every barb turn).
                    Some frenzy stuff(every ai and human turn).
                    AI unit updates (as required).
                    Advances from goods (watchtower.slc)-maybe, only runs a few times each game.
                    Capture advance slic.
                    Wonderunits and heroes(runs every turn for every player).
                    AI and Barbarian pillage(every turn for every non human player).
                    well the good news is that thes have already been coded:
                    AI unit updates (as required).
                    Capture advance slic.
                    Pirates(every barb turn).

                    the pw cost for repair might not be to hard.

                    Advances from goods might be easy if I add a flag that grants an advance once built. But I'l have to see how to handle multiple advances, it might be a struct requiring a number of tileimps, a prereq advance, or something.

                    the other stuff I'd have to look at the slic. succession though I think might be left to slic because I know its kind of complex.
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • #55
                      I think a lot of stuff that runs only as required or once a turn for the human only can be left in slic.

                      If the problem with the AI not responding to the settings in construction/strategies/governments text re use of sliders can be overcome quickly, I would just like to start the test again and see how other stuff works.
                      This is my main concern as I would like to start a full scale test (along with smithldoo) to see if anything else is thrown up.

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                      • #56
                        Originally posted by stankarp
                        Wondering how this was going and what the "side problem" was.
                        Consindering that my time is limited to the weekends, I would say that it wasn't going at all. Well the side problem was something about my debug messages, some wrong numbers were displayed even if it worked. Anyway this is now finished, released and also improves the AI in a standart game a lot.

                        By the way did you change the food/production/gold balance in any way like multiplying all the gold values by 10 or something like this? I just ask, because something like this could cause some problems.

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

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                        • #57
                          By the way did you change the food/production/gold balance in any way like multiplying all the gold values by 10 or something like this? I just ask, because something like this could cause some problems.
                          As far as I know, no. I did increase the ai science bonus by .1 to .2 for later ages, but otherwise I cannot recall anything.

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                          • #58
                            Thanks, I have downloaded the changes and begin testing later today.

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