PPQ_Purple
Purple Cube (retired)
- Joined
- Oct 11, 2008
- Messages
- 5,764
I will concede that this is a correct interpretation of the events.Because you brought it up, haha.![]()

I will concede that this is a correct interpretation of the events.Because you brought it up, haha.![]()


Nah, I knew it was rhetorical question, I was joking around.Someone needs to research "Rhetoric" tech in the Classical era to understand rhetoric questions

Either way, would you people say that the Mamoth tank family from Command and Conquer adequately fits in the Dreadnaught category?Nah, I knew it was rhetorical question, I was joking around.![]()
........ What? I have no idea what you are talking about.Either way, would you people say that the Mamoth tank family from Command and Conquer adequately fits in the Dreadnaught category?
I am not hearing a no......... What? I have no idea what you are talking about.

Since those are the two biggest tanks in both universes I'd say yes. Graphics certainly fits but I don't think I want to change the name for Mammoth. Maybe as a flavor name for some civs but not all.Either way, would you people say that the Mamoth tank family from Command and Conquer adequately fits in the Dreadnaught category?
I was only talking about flavor graphics. The name "Dreadnought" sounds much cooler to be honest.Since those are the two biggest tanks in both universes I'd say yes. Graphics certainly fits but I don't think I want to change the name for Mammoth. Maybe as a flavor name for some civs but not all.
Oh yeah sorry, I don't know much about command and conquer.I was only talking about flavor graphics. The name "Dreadnought" sounds much cooler to be honest.
Yeah actually this was an issue I fixed in my own personal AND version a few years ago. There are several factors that influence this but by far the strongest influence are these leader values:Do you know anything about the AI being so pacifist? Some players reported that the AI rarely starts any wars and my autoplay tests showed the same too.
Well, I tried decreasing by 90%.Yeah actually this was an issue I fixed in my own personal AND version a few years ago. There are several factors that influence this but by far the strongest influence are these leader values:
<iMaxWarRand>200</iMaxWarRand>
<iLimitedWarRand>60</iLimitedWarRand>
These are the 1 in X per turn chance that a leader will declare war, vanilla BTS has these so high that even the most aggressive leaders like Genghis Khan are practically pacifist.
My suggestion is to go through every leader and make these a quarter or a third of what they are normally (You don't need to change the barbarian entry).
So 0.25 x 200 = 50, 0.25 x 60 = 15. Or do 0.33 x 200 = 66
Or if <iMaxWarRand>100</iMaxWarRand> then 0.25 x 100 = 25
Cut both iLimitedWarRand and iMaxWarRand down by a quarter or a third, now if these numbers seem really low keep in mind that there is many other factors that prevent the ai from declaring war
so these values are not the absolute odds, so I recommend very low values like I suggest if you want properly competitive ai.
The DLL are using now does make the ai more competitive in general but you still won't notice this because of the really bad base values that leaders use for declaring war.
Cutting off a 0 was the easiest and fastest way of modding as f1rpo suggested. Ingame description:Tell me, what exactly does RUTHLESS_AI affect? Is he becoming more aggressive in general, or only towards the player? Does the civic AI generally know which civilization is controlled by the player?
Okay that is good. Did you test in game after doing that to each leader? And did you autoplay through a few eras? Remember you need to do it for both iLimitedWarRand and iMaxWarRand. Also keep in mind it might take 50 or so turnsWell, I tried decreasing by 90%.Cutting off a 0 was the easiest and fastest way of modding as f1rpo suggested.
There is many factors that influence it, if you want to know more there is documentation on my github that says what effects the chance to start a war plan.I was rather curious if there were other things in the dll that could have affected the AI behavior.
Yeah I would say with ruthless ai you generally just get worse ai, we did improve it a bit but it's still not great. I would say aggressive ai is smarter than ruthless ai but normal ai is the smartest overall.but according to my experiences that is a huge overstatement. IIRC it just makes diplomacy hard/impossible/useless with the AI. At least as I remember I couldn't make reasonable trades with the AI.
Yes basically, however it's possible the changes they make might balance the ai out a bit, worse ai but more aggressive ai might lead to a tradeoff that makes the ai at best not much harder or around the same as normal difficulty.So what you are saying is that for maximum difficulty we should make sure that the two options that advertise as making the AI more difficult are off.
No it just needs to be fixed properly, but who knows when that will happen. But keep in mind I didn't have the ruthless ai option made, it's from AND. There is so many problems AND has left over from the original devs back in 2009.I feel this is something that might just need to be documented somewhere...
Yes, I did run some autoplay tests on normal speed. Wars were still not very frequent but seemed to be better.Okay that is good. Did you test in game after doing that to each leader? And did you autoplay through a few eras? Remember you need to do it for both iLimitedWarRand and iMaxWarRand. Also keep in mind it might take 50 or so turns
for the ai to get comfortable enough to declare war. They tend to need a few cities before war starts being common in my experience.
In my experience changing those WarRand values made a huge difference, it's not a perfect fix but it certainly helps.
I would aiautoplay on normal or quick game speed.
I'll take a look...There is many factors that influence it, if you want to know more there is documentation on my github that says what effects the chance to start a war plan.
Well, I can simply turn off and hide those two options for the time they are fixed...So what you are saying is that for maximum difficulty we should make sure that the two options that advertise as making the AI more difficult are off.
I feel this is something that might just need to be documented somewhere...
Another thing I can suggest is to alter the AttitudeChange values, make them hate certain things more, like make hate opposing religions more with iDifferentReligionAttitudeChangeYes, I did run some autoplay tests on normal speed. Wars were still not very frequent but seemed to be better.
Sure you could that. Although I wouldn't hide the aggressive ai option, I can't say for sure it's much worse. At the very least leave it for players who want a different style of play.Well, I can simply turn off and hide those two options for the time they are fixed...
Exactly. Ergo documentation. We'll get to it when we get to it, just write it up in a FAQ somewhere is a tried and true design pattern for development.No it just needs to be fixed properly, but who knows when that will happen.
