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June 14th, 2007, 10:33 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: Balance Mod
I think what is happening is that they are becoming angry enough with each other so that they break their treaty but then next turn the scripts tell them to make a new treaty. What I need to do is make a condition for them not to break their treaty.
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June 14th, 2007, 11:26 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod
Exactly. I checked their mood against each other and it was all angry or murderous. They make a treaty, next turn they break the treaty, and another turn later they make a treaty again!
Would that change you intend to make be effective in an ongoing game??
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June 14th, 2007, 11:50 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
I can provide you an AI patch for that later today.
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June 14th, 2007, 11:52 AM
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Colonel
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Join Date: Jan 2001
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Re: Balance Mod
That would be absolutely fabulous! Thank you very much Kwok.
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June 14th, 2007, 12:14 PM
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Private
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Join Date: Oct 2003
Posts: 34
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Re: Balance Mod
Quote:
Captain Kwok said:
I can provide you an AI patch for that later today.
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Hot dog! I tend to play "team mode" games exclusively in single player, and run into this problem *all* the time. Any kind of patch to address this would be awesome!
Thanks, Kwok.
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June 14th, 2007, 07:56 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
It turns out that I have conditions for team mode in place already for AIs in team mode not to break their treaty or declare war on each other. Might require a bit more investigation.
If you can e-mail your saved game Q, it will help to troubleshoot.
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June 15th, 2007, 06:09 AM
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Colonel
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Join Date: Jan 2001
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Re: Balance Mod
Kwok I sent you the savegame by e-mail as the upload here didn't work.
Are you sure you already have the insruction not to break the treaty in your scrips?
I looked at the BM 1.05 Scrip_AI_Politic.txt (did you post somewhere the newer scrip versions?) and didn't find it. There are instructions to make treaties and not to to declare war, which seems to function, on AI team empires, but where is this instruction not to break treaties with AI empires?
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June 15th, 2007, 10:59 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
The "break treaty" section was right after the "declare war" section. I've modified them all last night anyway to reduce the lines of script and it seems to be working correctly.
However, I've noticed from the save game that Hippocrates sent, a few errors with the AI's fleeting routine that I'm in the middle of fixing up. I should be able to post an updated set of scripts this afternoon.
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June 15th, 2007, 11:41 AM
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Corporal
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Join Date: Sep 2006
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Re: Balance Mod
I keep getting news reports of planets joining me due to my sabotage, but the planets are only forming new breakaway empires. Is this problem in stock se5 too?
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June 15th, 2007, 11:50 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: Balance Mod
There supposed to form new empires... so it's more of an error in the project description.
Is the race you're targeting much smaller? Are you finding it too easy to cause their planets to revolt? How many points are you using on intel versus this empire?
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