AI work - call for example saves

I did not suggest using the Adapt tag (which is an integer expression tag) but the new tags and functions that Adapt relies on.

So what I suggest is this:
You calculate the resistence as described and then scale it with the adaptValueToGame function.
Something like this:
iResistanceAnarchy = GC.getGameINLINE().getGameObject()->adaptValueToGame(GC.getInfoTypeForString("ADAPT_RESISTANCE_ANARCHY"), iResistanceAnarchy);

Oh, I thought you were suggesting that I use this XML that you added to the Gamespeeds
Code:
			<Percents>
			  <Percent>
			    <ID>ADAPT_DEFAULT</ID>
			    <iValue>880</iValue>
			  </Percent>
			</Percents>
for that as well. That would have worked, but since I already wrote the new tag in yesterday I don't want to go back and change it now. Thanks for the advice though, I'll keep it for future reference.
 
Oh, I thought you were suggesting that I use this XML that you added to the Gamespeeds
Code:
			<Percents>
			  <Percent>
			    <ID>ADAPT_DEFAULT</ID>
			    <iValue>880</iValue>
			  </Percent>
			</Percents>
for that as well. That would have worked, but since I already wrote the new tag in yesterday I don't want to go back and change it now. Thanks for the advice though, I'll keep it for future reference.
Yes, adaptValueToGame uses those Percents in the XML for the scaling. The advantage is that you don't need to add any new tags.
 
Regarding the upcoming changes, do you really think that 1.5 turns per pop is a good idea though? For a 100 pop city that'd already 150 turns of base revolt, which I think is to much under any circumstances (granted, I don't know the scaling for the Eternity game speed). And 100 population isn't even that much in a C2C game (the AI always seems to have larger cities than me anyway).

How much is it reduced per storyteller?
 
Story Teller reduces by 2 turns of anarchy. Entertainer by 4 and celebrity by 6. I have not converted them to the new way of doing things and they don't adjust for game speed etc. yet.

And are they still unlimited (ie. spammable) units? If they are, 150 turns of anarchy might be there one turn and gone the next! :lol:
 
Can't help wondering what Seal/Paula Abdul/Stephen Fry/Billy Connolly/J K Rowling (etc. etc.) are doing to pacify so many angry foreigners...:p
 
Anti-propaganda "we don't really eat babies you know" and "Things will get better now that you are part of our nation. See we even have better entertainment!". Law reconciliation and stuff like that which show that things are not bad different but good different, "after all we are putting your rights back to the way they were in your grandfather's time"; and we all here old timers saying how things were better way back when... :)
 
Can't help wondering what Seal/Paula Abdul/Stephen Fry/Billy Connolly/J K Rowling (etc. etc.) are doing to pacify so many angry foreigners...:p

I always think of them as the medieval Voice of America. Telling people info that is pro-your civ and convincing them that we aren't actually there to kill them all helps reduce revolt times.
 
I always think of them as the medieval Voice of America. Telling people info that is pro-your civ and convincing them that we aren't actually there to kill them all helps reduce revolt times.

It's so true. My friend wrote a fantasy fable, and the 'moral' of it was, if you want to go down in history...

...keep tipping the minstrels! :king:
 
Here is a save where Persian stack keeps circling a fort instead of attacking. They could easily take any of the english cities but they won't attack. I've played ahead from this save and they just keep walking around aimlessly.

I'm not sure but in general the AI seems to have great trouble attacking cities that need to be bombarded before invading (castle gatehouse and later in the game). When they can attack directly they seem to do a lot better job marching right to the city.

Sorry about the save size. It was bigger than the upload limit so I had to split it.

V27:
View attachment 344356
View attachment 344357
Civ4ScreenShot0071.JPG
 
Here is a save where Persian stack keeps circling a fort instead of attacking. They could easily take any of the english cities but they won't attack. I've played ahead from this save and they just keep walking around aimlessly.

I'm not sure but in general the AI seems to have great trouble attacking cities that need to be bombarded before invading (castle gatehouse and later in the game). When they can attack directly they seem to do a lot better job marching right to the city.

Sorry about the save size. It was bigger than the upload limit so I had to split it.

V27:
View attachment 344356
View attachment 344357
View attachment 344358

Can I just append on to the other or do I some special software to put the parts back together? Also - a 30M save file!!?

Nvm - I see WinRAR does it for me.
 
one thing i did notice in my game the survivability of AI has slightly dropped maybe i never noticed but in my current game i started with 3 AI only 1 is still breathing (got BarbCiv Enabled so probably things will balance out) usually i have no AI being killed So early game (just got into the second Era)

sadly i don't have time to give you the Save but when i do have time tonight i will play again a little see how things turn out and if i need to worry or that i get as usual get annoyed by the Tech lead by the AI (also it should have been slightly in front of me for a while as i wrecked my Economy very very early by building a second city lucky tribal hut's where lucky)

might also look if i can do an AAR
 
one thing i did notice in my game the survivability of AI has slightly dropped maybe i never noticed but in my current game i started with 3 AI only 1 is still breathing (got BarbCiv Enabled so probably things will balance out) usually i have no AI being killed So early game (just got into the second Era)

sadly i don't have time to give you the Save but when i do have time tonight i will play again a little see how things turn out and if i need to worry or that i get as usual get annoyed by the Tech lead by the AI (also it should have been slightly in front of me for a while as i wrecked my Economy very very early by building a second city lucky tribal hut's where lucky)

might also look if i can do an AAR
When you play on the very low difficulty levels the AI gets penalties against animals and barbarians which reduces its early game survivability.
 
When you play on the very low difficulty levels the AI gets penalties against animals and barbarians which reduces its early game survivability.

Also barbarian world seems to be mis-tuned (see other thread about super smart barbs) which may be a factor.
 
Also barbarian world seems to be mis-tuned (see other thread about super smart barbs) which may be a factor.

I agree, I like Barb World, but it just doesnt work good enough for me, now that the AI is FINALLY working , it would be nice if this did also.
 
Mis-tuned would be very bad if it's to smart it is Over-tuned :P
 
koshling wrote:With the default options they will form city states, just not right at the start. They will first appear as stand alone units, then later (around the start of ancient era) will form cities, which will evolve into city states if not captured for a time. Those will then become minor civs, and eventually full AI civs if they survive.

This is how Barb Civ works, Not how BarbWorld works though.

Barb World will place 1 Barb City for every AI and Player put in to the game at Game Set up. So if I start a Game with 12 AI there will be 13 Barb Cities placed on the map. Usually not too far from each player (AI + player) in the game.

Now using my example this does mean that the Barb AI has 13 cities in the beginning of the game no matter what Difficulty level you play. So they do have a head start. But since their research, city growth, and AI is capped they are only an Early game threat. Because Barb World cities will Never become minor Civs they will always be Barb. Very Big difference between Barb World and Barb Civ.

Now if you add Aggressive or Raging Barb you've just upped the early game difficulty level for Regular AI and Player survive-ability, which Is the purpose of both. Too make early game harder.

The complaints seem to stem from a lack of understanding the Options.

JosEPh
 
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