I'll try and do all that stuff I said over the holiday.
MODIFYREPUTATION:
Wobbegong said:
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.

AFAIK, the 'betray' parameter only refers to the 'who' civ's general rep (0-8) and the optional 'modifier' parameter refers to the 'whom' civ's attitude towards the 'who' civ. What other values are there?
Will go over what each value means for those who don't know.
In the game, reputation is categorized like so (Foreign Minister screen - F3):
7+= Atrocious (?)
7 = Atrocious
6 = Despicable
5 = Poor
4 = Dishonorable
3 = Questionable
2 = Honorable
1 = Excellent
0 = Spotless
(Note that this normally remains at the same level as the civ's last committed atrocity throughout the game unless your civ builds the Eiffel Tower wonder, which causes the number to drop back down to zero over time.)
AI attitude (if reputation is Spotless):
Peace
0 - 10 = Enthusiastic
11 - 25 = Cordial
26 - 38 = Receptive
39 - 61 = Neutral
62 - 74 = Uncooperative
75 - 89 = Icy
90 - 100 = Hostile
War
0 - 13 = Receptive
14 - 36 = Neutral
37 - 49 = Uncooperative
50 - 64 = Icy
65 - 74 = Hostile
75 - 100 = Enraged
(You can change this value using the Cheat Menu's 'Edit King' - Ctrl+Shift+K - feature.)
Here's an example of the ModifyReputation action in an event that changes reputation (i.e. the number of atrocities other civs believe the 'who' civ' has committed):
@IF
Turn
turn=2
@THEN
Text
^Roman reputation goes from Spotless to Poor.
Endtext
ModifyReputation
who=Romans
betray=5
@ENDIF
If you check in the F3 screen for the 'who' civ after this event has triggered, you'll see that the advisor's message at the top says something like, "Sire, our power is Weak and our reputation is Poor."
Where the possible values for the modifier parameter are concerned, the min-max values should be 0-100, not -100-100.
This is what the description in Macro.txt says:
"Changes the way other empires feel toward a specified civilization. Who is the civilization whose reputation is to be changed. Of the other parameters, you must have either Betray or the combination of Whom and Modifier. Betray sets the number of times that all other empires believe this civilization has betrayed allies. The higher this number is, the lower their opinion of the civilization will be. Use Whom if you only want to change the opinion of a specific other empire toward the Who civilization. Modifier is the amount by which you want to increase or decrease whom's disgust with who."
[
Edited: modifier changes reputation, not attitude.]
This is what it should say:
"Changes the way other empires feel toward a specified civilization.
Who is the civilization whose reputation is to be changed.
Of the other parameters, you must have either 'Betray' or the combination of 'Whom' and 'Modifier.'
'Betray' sets the number of times that *all* other civs believe the 'who' civ has betrayed allies (i.e. any civs previously in Alliance with this civ). The higher this number is (i.e. number of atrocities 'who' civ has committed, to a maximum of 8--'who' civ's reputation is atrocious), the lower the opinion of all other civs will be toward the 'who' civ.
Use 'Whom' if you only want to change the 'who' civ's reputation as viewed ONLY by the 'whom' civ.
'Modifier' determines the change to the 'who' civ's present reputation as viewed by the 'whom' civ."
While testing the AI in the AWAW 1.2 scen, I found that no matter what I did, the Italians and French would always make war shortly after game start (no thanks to MGE's overly-aggressive AI). I tried setting both civ's reps and attitudes to zero and attitudes just switched back to their previous levels (mad as bloody hell). Alliances (Italy to Germany, France to Britain) may automatically drop attitute towards enemies of allies, regardless of other factors. But I've seen unexplained drops in attitude before, where nothing seems to appease the AI for more than a few turns (as with the testing done on DST's AI).
The ModifyReputation action should technically do exactly what the option in the game's Cheat menu does.
Boco said:
I thought that ModifyReputation set an absolute value, not modify the existing value
Macro.txt says the latter but if you can't enter negative values, then this makes no sense (because 0 would be your present rep--another civ's attitude towards you--and 100 would put you over the max, thus illogical. I think this was just improperly explained in the macro (see above).
Wobbegong said:
MakeAggression isn't good enough as a cease fire can be arranged (and renewed) at the beginning of each player turn.
You could use Negotiation and MakeAggression in the same turn--repeat for each turn of war or use a flag or a delay. That way the two civ make war and don't talk until after x turns have passed. (AFAIK, MakeAggression has the AI consideritself at war with another player, regardless of whether the two talk or not--the AI will just sneak attack nect turn if it doesn't declare war.) You shouldn't even have to use ModifyReputation.
Forcing peace, on the other hand, is another story. (Being able to modify attitude would be essential for this--otherwise, it's all up to the AI...*shudder*.)
MOVEUNIT:
Wobbegong said:
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.
I thought low city density was a good thing: AI-controlled units apparently sometimes reset themselves when passing though a city. It also means that units being moved (via event) are less likely to have their orders cleared by bumping into a rival's cities).
There's the 'capturing' thing where you use Moveunit to redirect wandering units from areas of the map you don't want them to be in.
In the past, the most successful trigger it tech. Since you can take away tech in ToT, you can then just keep giving and taking the same tech each turn to trigger the MoveUnit every turn (AI seems to ignore when you use the simple turn trigger).
Landmass numbering: You divided MiddleEarth into continents (water dividing land)? Does this have anoticable effect on the AI (aside from obviously preventing movement of land units over water)?
AI-controlled units will wander less with additional landmasses (not referring to divisions)?
[I'm very interested in figuring out all the aspects of the MoveUnit action so please post everything you have.]
Boco said:
I have the impression that each unit makes a decision whether to attack as directed by a MU command. That decision appears to be depend on at least the combat strength ratios of attacker and defender. I've seen many examples of the 'directed' unit in question refusing to make a suicidal attack.
Since a unit's orders are cleared when adjacent (or in visial range) of a rival unit, it means you will never be able to force the AI to do anything it doesn't want to do. But as Wobbegong said, it depends on the unit's AI role; personally, I've never seen a unit with the Attack role not attack an adjacent enemy unit, regardless of the odds.