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April 25th, 2001, 10:45 PM
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Sergeant
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God Emperor: in case you don\'t see it posted.
God Emperor:
I will focus on two of the files that will hopefully provide some tips.
1.First File
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AI DATA FILE - Settings
================================================== =====================================
================================================== =====================================
*BEGIN*
================================================== =====================================
Max Ship Size Tonnage From Start 1 Amount:= 0
Max Ship Size Tonnage From Start 1 Num Turns:= 0
Max Ship Size Tonnage From Start 2 Amount:= 0
Max Ship Size Tonnage From Start 2 Num Turns:= 0
Max Ship Size Tonnage From Start 3 Amount:= 0
Max Ship Size Tonnage From Start 3 Num Turns:= 0
Turns to Wait until next attack:= 2
Maximum Maintenance Percent of Revenue:= 99
Maximum Research Point Generation:= 250000
Maximum Intelligence Point Generation:= 150000
Maximum Systems to Defend at a Time:= 5
Get Angry Over Allied Colonizable Planets:=True
Get Angry Over Enemy Colonizable Planets:= True
Percentage of Allied Planets to consider as Attack Locations for Anger:= 40
Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80
Personality Group:= 2
================================================== =====================================
*END*
================================================== =====================================
In this first file, I only see two things that could make your race description a little more accurate. In the ai_genral.txt file you stated that they are very cunning and aggressive, and have gone far in technology. I would then think that increasing Maximum Research Point Generation := 400000 thus giving them a clear technological research advantage. The second thing I would do is change the Maximum Intelligence Point Generation to about 500,000. These are just estimates and you can adjust as necessary, but with the current defaults left in, the romulans really won't be that cunning or have a technological advantage as stated in the ai_general file.
2.The second file
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AI ANGER DATA FILE - Default
Per Attack Location:= 2
Per No Treaty Ship:= 1
Per Ally Ship:= 0
Per Enemy Ship:= 0
Minimum Anger:= 20
Regular Decrease:= -2
Mega Evil Empire:= 50
Combat Attacking Won:= 5
Combat Attacking Lost:= 15
Combat Attacking Stalemate:= 0
Combat Defending Won:= 5
Combat Defending Lost:= 15
Combat Defending Stalemate:= 0
Intelligence Against Us:= 5
Receive General Message:= 0
Receive Propose Treaty:= 0
Receive Accept Treaty:= -3
Receive Refuse Treaty:= 20
Receive Offer Counter Treaty Proposal:= 0
Receive Break Treaty:= 10
Receive Declare War:= 20
Receive Propose Trade:= 0
Receive Accept Trade:= 0
Receive Refuse Trade:= 5
Receive Offer Counter Trade Proposal:= 0
Receive Give Gift:= -3
Receive Accept Gift:= 0
Receive Refuse Gift:= 5
Receive Offer Tribute:= -3
Receive Accept Tribute:= 0
Receive Refuse Tribute:= 5
Receive Want a gift:= 10
Receive Want a tribute:= 10
Receive Demand your surrender:= 30
Receive Remove your ships from system:= 5
Receive Remove your colonies from system:= 5
Receive Leave planet:= 5
Receive Stop hostile actions against empire:= 5
Receive Break treaty with empire:= 5
Receive Declare war on empire:= 0
Receive Make peace with empire:= 0
Receive Support us against another empire:= 0
Receive Attack empire in system:= 0
Receive Attack planet:= 0
Receive Stop espionage activities:= 0
Receive Stop sabotage activities:= 0
Receive Stop attacks in system:= 0
Receive Surrender:= 10
Receive Grant independence to colony:= -5
Receive Demand / Request / Warn:= 0
Receive Accept Demand/Request:= -5
Receive Refuse Demand/Request:= 5
================================================== =====================================
*END*
=============================================
Now if you haven't seen it yet, there is a big connection between this file and the one posted above. The very first line is Per Attack Location:= 2. This means that per attack location, it will add two points of anger to the anger total. Now that might not seem like a lot, but look at the settings.txt file at the bottom. It says this: Get Angry Over Enemy Colonizable Planets:= True
Percentage of Allied Planets to consider as Attack Locations for Anger:= 40
Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80
Now because of this choice you made in the settings.txt file, you race will be at war with everyone no matter what for most of the game. Here is an example, if an ally has 100 planets and an enemy has 100 planets, the anger being added to your score is 80 points and 160 points respectively. 80 points by itself added to the total of romulan race anger total, will guarantee that it will hate your ally, and that person will not be an ally for very long, thus causing the inbalance of diplomacy in this game. Adding 160 points to your total will make sure that enemy will stay hated for a very long time, most likely for the rest of the game.
Now with the rest of this file, just go through each statement and ask yourself if you were the Romulan empire how angry would you get if someone told you to leave a planet of yours, or a whole star system or told you to surrender. Now remember most default races will have a maximum of 50 to 60 anger points before they declare war. I'm not saying this is right, but each statement in the anger file should have a value to it besides zero. This is just a start, if you like what you see and understand what I'm talking about I will post something more about anger files and about the political file as well. I just also wanted to thank you for your effort and time you've must of put into adding races to this game, and hope you contribute more to the community.
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April 26th, 2001, 12:32 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: God Emperor: in case you don\'t see it posted.
Many thanks for the comments Sundevil as I have only recently begun grappling with the Anger file and am not quite up to speed yet. My aim was for the Klingons to be pretty agressive and to be reluctant to be at peace. With the Romulans, I wanted them to be a little more subtle, but, to be fairly twitchy and willing to go to war if provoked.
If you had any suggestions which would assist in getting the races closer to this aim, they would be welcomed (or if you'd like to work up the Anger files for the next mod pack, that would be welcome too!).
Regards,
God Emperor
(PS: Am currently working on AI files for the Shadows/Army of Darkness).
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April 26th, 2001, 01:14 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: God Emperor: in case you don\'t see it posted.
oh oh...AOD?! whoohoo! I have a shipset I d/l'd from somewhere.....be great to have a re-enactment of the B5 series on my pc
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April 26th, 2001, 09:17 AM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
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Re: God Emperor: in case you don\'t see it posted.
SUNDEVIL:
Is your Anger-Politics MOD compatible with patch 1.35 and the TDM-ModPack 1.71's AIs ?
GOD EMPEROR:
Same question about your Research-Tech filler MOD ?
I have utilized both with TDM-ModPack 1.70 and patch 1.30 without problems and great satisfaction and I will hope I can do the same for the new releases.
Thanks for yours answers and for yours greats MODs.
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April 26th, 2001, 10:27 AM
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Second Lieutenant
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Location: Australia
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Re: God Emperor: in case you don\'t see it posted.
Marco,
The ResearchDesign mod is compatible with Mod Pack (Mephisto tested the earlier Version and the current Version is little changed. Also, I normally play with my ResearchDesign mod and have not encountered any problems).
The only point to note of course is that my ResearchDesign mod introduces point defence at game start (I believe that the AI needs PD in order to beef it up against missiles, seeing as AI ships in tactical combat basically charge forward) and one TechArea file also allows destroyers at game start too.
Regards,
God Emperor
PS: The only alteration to the Components file was to reduce the space requirement for Level 1 point defence from 20kT to 15kT (so that they can fit on frigates and destroyers a bit better).
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April 26th, 2001, 02:43 PM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
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Re: God Emperor: in case you don\'t see it posted.
Thanks for your answer God Emperor.
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April 29th, 2001, 06:13 AM
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Second Lieutenant
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Re: God Emperor: in case you don\'t see it posted.
Sundevil,
Just working my way through your example and cannot see where the 80 and 160 pts addition comes from. Would you elaborate a bit further for me? Am struggling a bit with how base anger is calculated.
Regards,
God Emperor
PS: Where can I find more info on how diplomatic settings work? eg How many points does it take before someone declares war?
[This message has been edited by God Emperor (edited 29 April 2001).]
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April 29th, 2001, 08:34 AM
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Sergeant
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Join Date: Mar 2001
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Re: God Emperor: in case you don\'t see it posted.
I think I can explain God Emporer.
From the AI anger file, there's
AI ANGER DATA FILE - Default
Per Attack Location:= 2
So each location your AI considers as viable for an attack adds 2 to your anger total against the target race.
From the settings file you have
Percentage of Allied Planets to consider as Attack Locations for Anger:= 40
Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80
I think what Sun Devil suggested is assume you have two neighbors, one an ally, one an enemy each with 100 planets for simplifying the math.
Now for your ally you will have 40% x 100 planets x 2 anger per attack location or...
.4 x 100 = 40 planets... 40 planets x 2 anger = 80 anger. Same deal for you enemy but sub in 80% for 40% since you will consider that percentage of his colonies for attack locations.
PS The level of anger needed to declare war, accept treaties etc is in the Name_AI_Politics.txt files I'm still a little shaky on what each entry means so maybe Sun Devil can clarify some of them?
[This message has been edited by jc173 (edited 29 April 2001).]
[This message has been edited by jc173 (edited 29 April 2001).]
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April 29th, 2001, 12:31 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: God Emperor: in case you don\'t see it posted.
JC173,
Thanks for that. Managed to work it out after I logged off.
My only remaining question, however, is what constitutes an Attack Location? Particularly if we are allies (and are not in combat).
Is it a system that we both claim, inhabit? Is it having a ship in one of my allies systems?
Regards,
God Emperor
PS: What constitutes an enemy? Someone I dont have a treaty with?
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April 29th, 2001, 09:54 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: God Emperor: in case you don\'t see it posted.
quote: what constitutes an Attack Location? Particularly if we are allies (and are not in combat).
It looks like any occupied planet in the example, anyplace the AI could attack if you were fighting. I don't know if this is "just" a base number for calculating Anger, or if Attack Location is actually used somehow when the AI is planning an offensive. quote: What constitutes an enemy? Someone I dont have a treaty with?
Yes. Check your Borders under Empires(F9), the Enemies button will light them. Systems To Avoid (under F11/the crown icon, I forget the window name) also has an Enemy-Claimed button.
OTOH, the Colony window (F4) includes a line for Controlled by Non-Aligned. I have never seen this number changed from zero. Maybe those are Non-Interference/Non-Aggression pacts.
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Cap'n Q
[This message has been edited by capnq (edited 30 April 2001).]
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Cap'n Q
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