Maniac
Apolyton Sage
Thanks. For some reason so far I have never been able to get Zakharov to trade excessively with me, so I haven't experienced too good relationships with him yet. I can probably tell more when it happens to me once too.
I think Zakharov should be more willing to trade techs in general, especially if you have techs to offer in return. His personality is single minded pursuit of knowledge, and he should happily give anything possible to get his hands on previously unknown data.
Maniac said:Regarding tech trading in general, I think all leaders should be equally willing to trade techs (or share open borders). By not trading techs or opening borders even with good friends, the AI just shoots itself in the foot. You can see this in unmodded Civ4 where Mansu Masu or whatshisname often performs well, not because his core AI code is different than the others, but simply because he's more willing to trade techs.
I would say though that perhaps the attitude before an AI is willing to trade with you/another AI should be higher than in unmodded Civ. Since, due to conflicting religions and favourite civic, it's very hard to get along with everybody, this would force you to pick sides for succesful gameplay.
Also, the main weakness of the university was that they carelessly share knowledge, giving them a penalty to Probe, and making them easier to steal from.
Re the German civforum thread btw, don't you like to have the screenshots displayed as thumbnails instead of the almost full-sized image?
Re the German civforum thread btw, don't you like to have the screenshots displayed as thumbnails instead of the almost full-sized image?
I personally prefer larger images, too and clicking each one and waiting a few seconds until it opens is not really comfortable...but I agree that it is still better then someone capitulating in the progress of opening the entire thread and missing out Planetfall because of that...
Because of the SHAM modcomp, I now see there's always a huge -6 relationship penalty between Santiago and Morgan. This is mainly caused by the iBasePeaceWeight value, which apparently besides the chance for declaring war/peace directly affects relations as well. I was thinking it would be better to remove the attitude effect of this value.
The way iWarmongerRespect works also simply causes a +1 relationship boost between everyone except with Zakharov and with Morgan. I'd suggest to set this value to 0 for everyone.
The full value of iWorseRankDifferenceAttitudeChange and iBetterRankDifferenceAttitudeChange is only given in situations where one player is #1 and the other one is last. Otherwise a fraction is used. The consequence is those values practically never come into effect. As a test I'd suggest to double these values.
Why was Zakharov given a iBetterRankDifferenceAttitudeChange of -1 by the way? A positive value of +1 (or after doubling +2) seems more apt to me: just like Morgan he'd probably be willing to suck up to whoever is most powerful, as long as that means he can continue his research unbothered.Thoughts?
Also I think they need adjustion regarding unit production - I think their unit production probability should get a serious boost. Yang runs Police State all the time, which gives him dozends of free units extra (plus what the AI has free on high levels anyway) and he has still not all lot more troops than others - which is crucial, if every unit is penalized by 20% and further every 2nd without any boosting special abilities (but halved maintenance) No wonder that mindworms settle in his lands Also, his combat odds perception might need a trim in direction of attacking at worse odds.
However, I agree that for the moment testing this with 0 is the best idea, as I have no clear vision how to improve the current situation. Should go iPeaceWeightRand then to 0 as well or stay at the default 3 from Civ4?
Edit: BTW, when fiddling with the leaderheads again...should be anything done in regard to the Yang AI ?
His 30% are still less the Civ4 40% for warmongers like Shaka, who rely usually on tons of units to win their wars. I'm not sure about the combat odds, I haven't specifically seen a problem here so far, so I would wait with that until it comes up as a problem. But the small number of Hive units in my Monarch game alarmed me.
I wasn't thinking of changing the values in XML. Rather I would remove the effect of this value on AI attitudes inside the SDK.
It would be wise for him to build more infantry units, but I'm not sure what's the best way to do that. Just increasing the percentage of production he spends on military may not be a good solution: it might cause him to build more of everything instead of just more infantry.
Have you any special reason in mind why you would prefer an SDK change
The leaderheads.xml just has only flavor for AIunittypes so far, but maybe it is also possible to add flavor to certain unitclasses?
Wouldn't reducing the memory length in fact make the influence of this attitude modifier less than vanilla?