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  • PPROJECT: personalities.txt

    Originally posted by E
    ctp2_data/default/aidata/personalities.txt
    not sure how these personalities are used because different than original, but saw attack at 250 and explre at 1000 so i assumed that mighth be for the passive AI. I varied the values and increased attack significantly.
    OK, I found this in the revision reports, so E I would like to know if you tested those new values extensively, espeacilly if you have not really an idea how the priority stuff work.

    These strategies are used like in the original version, except that the stuff is now exposed in the personalties.txt. And one problem I might see here with such high values is that slic might not overwrite such strategy priorities well, if they are lower than yours.

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

  • #2
    Well to the extent I tested it, in some cases I increased the attack values higher than explore and got a lot more fight out of the AI. It seemed before that they avoided fighting and just tried to make more settlers.

    With my new values there has been a lot more fighting from barbs and AIs (I've lost quite a few cities in the course of playtesting)
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #3
      And how did the AI with exploring, in my last games (well some months ago) the AI seemed just to know its own territory.

      By the way one note about how it works for the StartStrategy. The last turn until it is active is determined by LastStartTurn.

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

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      • #4
        For exploring, the AI is everywhere. in one game I have I'm pressured by the greeks in the south and the Germans in the North. The note there is that the Germans came from their home island (with three cities on it) there "colonies" on my turkish island has four cities. Other civs that had a reduced exploration score basically filled up their continent and stayed there, not really building ships at all (the arabs in this case). The Russians (stalin personality) are everywhere they have a vast navy along with the japanese that I kept seeing everywhere.
        Last edited by Ekmek; April 17, 2006, 17:24.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

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        • #5
          By the way did you modify any other of the files like DiffDB.txt so that the AI has some extra production in comparison to the player. Or did you use this file from some other mod.

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

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          • #6
            yes, i modified it a bit from AoM but also I moved up the hard to medium etc because i found that some of the playtesters here started at the harder levels to get a good game and really that should be the medium levels.
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

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            • #7
              I just asked, because I felt that the AI does not build enough units in the default game. And of course if you don't have enough units you can't explore and you can't fight a war.

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

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              • #8
                Well I also add a player not robot "cheat" in the code IIRC in readiness and in citydata gold where if the value gets to negative it just becomes zero. for human you have to either disband a unit or sell a building. the ai doesn't face this.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #9
                  Originally posted by E
                  Well I also add a player not robot "cheat" in the code IIRC in readiness and in citydata gold where if the value gets to negative it just becomes zero. for human you have to either disband a unit or sell a building. the ai doesn't face this.
                  Please turn this into an option. The AI should be able to live like a human player. I like to play in a world of equals. So if you want a mod with such cheats or certain kinds of difficulty than it is ok but not for all.

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

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                  • #10
                    So far I noticed that AI picks its fights well and with my optional cheats they have the armies to fight and defend.

                    However, I notice the Ai is not handling the 'barbarian threat' well. Barbs will attack but sometimes the barbs calculate its not worth fighting so they camp out.

                    I prefer the barbs to be frenzied and always attack, BUT these camping barbarians have tended to become a problem by blocking roads and other key areas, so not a problem. but the AI should be aggressive about getting rid of barbarians in its territory
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • #11
                      Originally posted by E
                      However, I notice the Ai is not handling the 'barbarian threat' well. Barbs will attack but sometimes the barbs calculate its not worth fighting so they camp out.
                      And actually you added that problem. You don't have a treaty War with the Barbarians, so now you prevent everyone from attacking without war.

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

                      Comment


                      • #12
                        ah, ok well I've been tryiong to get my pop-up to ignore the barbs but everything i intoduce (defense_owner = 0 || defense_owner = PLAYER_INDEX_VANDALS) ends up preventing any attacks.

                        Should I just add something in beginturn to always set the barb treaty to war then?
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

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                        • #13
                          Bumping this thread since there is still some debate.


                          I noticed with the increase aggressiveness that te AI does fight a lot more.

                          But settling of 6 cities and the AI not growing beyond that. I wonder if this has to do with aggressiveness since the AI then opts to start building armies instead of settlers at a certain point or is this strictly due to the citylimit code.

                          I was thinking maybe its a build list issue. The AI seems to build ok, its biased towards ranged units I noticed but also why does the buildlist sequence have stuff like this:
                          Code:
                           BuildListElement { BuildingBuildList BUILDING_BUILD_LIST_GROWTH }
                            BuildListElement { Freight }
                            BuildListElement { AllUnitBuildList }
                            BuildListElement { BuildingBuildList BUILDING_BUILD_LIST_PRODUCTION }
                          no where does it say UnitBuild list. Does that mean it works? I have noticed less trade, in fact no trade in my civ3mod games.


                          hmmm speak of trade there is not strategy to lean towards trade.

                          Also hows does the AI switch from strategies? I thought it rethought every 25 or so turns so how does it switch? how does it evaluate its situation to know what it should switch to?
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • #14
                            Just a small note.I see that in the many of the mods like Apolyton Pack ,in the Personality text file all settings for Expansion: are Maximum.
                            In the builds with the new DiffDB settings it looks like the AI has the production power to build settlers faster and does well in the early part of the game.
                            2nd note: AI aggressiveness has been there(build 597) .AI will wipe out another civlization as I have seen
                            But will at most fight only 2 wars at once or have a cease fire after about 30 turns.Which is good.
                            Still the AI can be bribed for a long time to allow you time to ajust and form a new strategy.

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                            • #15
                              Thanks Protra,

                              I think I might add that max expansion to all of them. Yeah we want personalities to be different but in this game stopping at 6 should be because it buts into enemy civs not because it quit building settlers

                              Martin,
                              I noticed that with your new personality DB it has the values for each strategy but then you kept the old personality stuff there too. Which takes precedence? how does your new stuff work with the old stuff?
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

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