Boco said:
No this is virgin territory from my perspective. Do you have a particular circumstance to which you want to apply it?
It's for WotR naturally.

Well, originally I thought that the 'modifier' parameter in the ModifyReputation event adjusted a tribe's attitude (0-100) to another tribe (same as the poster in the link). I was hoping to repeatedly apply a negative modifier (which I found to be illegal anyway) to adjust this value downwards so that I could maintain alliances and at the same time allow negotiations. Because of the aggressive diplomacy model introduced in MGE, it's virtually impossible to maintain alliances if negotiations are permitted. Since even positive modifiers had no effect on attitude, I dismissed this as yet another bug.
I've since found that attitude (0-100) and reputation (0-100) are two different things. Also reputation (0-100) is not to be confused with the reputation from the Foreign Minister screen and Cheat menu (0-8), ie, the number of betrayals. The 'modifier' parameter in ModifyReputation affects the former and the 'betray' parameter affects the latter. The event correctly adjusts the reputation (0-100) value upwards, but how this value actually manifests itself in the game is currently unknown to me.
Just to clarify things, these are the offsets for the variables I've mentioned:
Code:
Offset Type Values Description
2982 + 3348N Byte 0x00 - 0x08 Reputation (number of betrayals)
3016 + 3348N Byte 0x64 Attitude to tribe 0 (barbarians)
3017 + 3348N Byte 0x00 - 0x64 Attitude to tribe 1
3018 + 3348N Byte 0x00 - 0x64 Attitude to tribe 2
3019 + 3348N Byte 0x00 - 0x64 Attitude to tribe 3
3020 + 3348N Byte 0x00 - 0x64 Attitude to tribe 4
3021 + 3348N Byte 0x00 - 0x64 Attitude to tribe 5
3022 + 3348N Byte 0x00 - 0x64 Attitude to tribe 6
3023 + 3348N Byte 0x00 - 0x64 Attitude to tribe 7
3024 + 3348N Byte 0x00 - 0x64 Reputation with tribe 0 (barbarians)
3025 + 3348N Byte 0x00 - 0x64 Reputation with tribe 1
3026 + 3348N Byte 0x00 - 0x64 Reputation with tribe 2
3027 + 3348N Byte 0x00 - 0x64 Reputation with tribe 3
3028 + 3348N Byte 0x00 - 0x64 Reputation with tribe 4
3029 + 3348N Byte 0x00 - 0x64 Reputation with tribe 5
3030 + 3348N Byte 0x00 - 0x64 Reputation with tribe 6
3031 + 3348N Byte 0x00 - 0x64 Reputation with tribe 7
N is the tribe number (0-7, starting with Barbarians).
As to the specifics of my example... well, I don't want to give too much away, but in WotR negotiations are allowed with just one other tribe. The behaviour of this tribe can be quite erratic (which I like), but there's one point in the game where I want peace to become an impossibility, even for only part of a turn. MakeAggression isn't good enough as a cease fire can be arranged (and renewed) at the beginning of each player turn.
I don't really think the ModifyReputation event is going to be of much use here although I'm still curious as to what effect reputation (0-100) has on the game. The solution I'm working on involves increasing the other tribe's bargaining power. The more powerful a tribe, the more arrogant it becomes, to the point where it will only accept war as an option. As an experiment, I gave the tribe some extra inaccessible cities on my starting save. This worked. The trick is to create a balance so it works at the appropriate phase of the game. I wish I knew what factors affected this power algorithm, eg, total population, number of cities, units, technologies, etc.
BTW, since MoveUnit gets a mention in this thread, I'll add that I've solved the worst of the AI's wandering habits in WotR. Conditions are tough for the AI on this map because of its large size, low city density and high number of impassable terrain barriers. You'd often find the AI wandering all over the place: in the far corners of Harad and in the northern wastelands. With judicious use of MoveUnit events and landmass numbering (the map is effectively divided into a number of theatres of war) it's no longer a major issue; you'll get the occasional miscreant, but they're usually brought back into line. There'll always be some arseclown trapped behind a terrain barrier, but that's nowhere near as bad as it was, either; they generally extricate themselves - eventually.
Boco said:
Since we're on ToT action questions, has anyone noticed BestowImprovment or even Cheat! building makes two space ship improvements per invoking?
I've never used BestowImprovement to create space ship parts, but yes, I've seen it using Cheat. Don't know why.
Boco said:
I'm inferring that ModifyReputation changes different parameters than does the Eiffel Tower. Sound right?
Yep.
Boco said:
So in theory, then, couple the two, ModRep and BestowImprovement, to a CityTaken trigger, and you get as powerful a shift toward a peaceful AI as you could hope for in Civ2. Wishful thinking, or has anyone found this?
Yes, it's wishful thinking. Despite what it says in macro.txt, you can't use negative modifiers. Apart from that, I've got no idea how reputation (0-100) affects the game. That's what I'm hoping to find out.