NoAIPatrol=0 ?

Doc Tsiolkovski said:
Now, we have a discussion going, and I see no reason to complain...

I wouldn't call this a discussion. I was thinking hard to make a reason against this proposal. I think what is going on here is a silent agreement.
And it is exactly what Sandman meant. Discussion is when people have different opinions.
 
Posting an intention to use this ini setting may actually prove worthwhile, as it may persuade the fence sitters that there will be a significant uptake, and so encourage more people to do so.
 
To illustrate my point here is a quote from SirPleb’s last spoiler on COTM4 (I do not think that such a situation is possible in the classic civilization):


Quote:
Originally Posted by SirPleb
It took me unti 1020AD to deal with all the barbarians which had accumulated on this island. I handled most of them by just absorbing their attacks, settling towns where I could draw them out and then letting them pillage the towns. (I never had much gold left at the end of a turn so this didn't hurt.)

True, there may be rare situations where the buggy c3c incarnation is more challenging. However, wouldn't there also be situations where the 1.00 FP, or the gpt bug could be used strategically? "Scouting Sid" could (only?) be won because of the gpt bug...
But those issues were fixed by Firaxis while they cared. The reason the Barb behavior is not officially addressed so far is clearly not because it isn't considered a bug by the 2 people that matter here, but because there is no patch after 1.22
So I stick to the opinion that this should be changed by everyone him/herself.
 
Doc Tsiolkovski said:
@ainwood:
Does your tool also allow for changing to NoAIPatrol=1, when this is required (SGs, late game!)?
:confused: :confused: ....so I need to change this back and forth in every game?.... :confused: :confused:
 
It was more the "late game" remark I was confused/concerned about! :)
 
This option also makes the AIs patrol their units around, so in late game the interturns take a lot longer because the AIs will move their extra units around all the time.
 
I've added the line to my .ini file... even though I haven't decided whether I'm going to play the COTM.

Will this change have some effect on the AI civs?

I know the barbs in 1.22 were 'broken', but I was never 100% clear as to how.... what will this change do, simply make them more agressive?
 
In general there is not much reason to ever change it back, even in late games or SG's. The suggested change to the .ini file here just makes them work like they do in Civ3/PTW, so most people should know what that is like. If you are in late games and the AI is still around, then turning off friendly AI animation should be good enough for most.

Personally if the AI has a city close enough to me that I can see their troops wandering about then I'm planning to capture that city, rather than updating my .ini file and restarting civ :)

smackster
 
smackster said:
Personally if the AI has a city close enough to me that I can see their troops wandering about then I'm planning to capture that city, rather than updating my .ini file and restarting civ :)
:rotfl:
I like that approach.
 
Every time you start Civ3, the ini file is checked. Any settings there aren't stored in a save/biq.
To answer your questions more detailed (since I'm sure you're not the only one who's concerned):

1) Unlike changes via the editor, this can be turned on/off at any time (see it like a 'Preference'). Note you have to exit and restart the game, though.

2) For SGs: It will by no means have any impact on the game once it is handed over to the next player. Only your turns will play different.
However, since all you have to do is changing the line to NoAIPatrol=1, the only problem is when you forget it. For example, the Bugs3-team agreed (against my vote...) to keep the braindead Yokels; of course, I did forgot to change it when I was up, but noticed it in interturn 0. Exit, restart, all well.
 
Ok, First off I appreciate your patience with the computer illeterate. Second I'm confused (big suprise there) Is the current setting 1 or 0 ? If I understand properly (doubtable) there is a line in the .ini file in conquests that reads

Edit: I had it backwards the below should now be corrected...I think :hmm:
NoAIPatrol=1
The "1" needs to be changed to a 0. Nothing else.

Do I have this right?
 
Ok, now for the real :crazyeye:

"Original Game Engine default"= AI patrols. ("NoAIPatrol=0")
A ptw patch (forgot which one) introduced the possibilty to turn this off to speed up the late game (add the line "NoAIPatrol=1" to your ini). Obviously, very few players did this, since nobody noticed how this affects the Barbs (they act completely like the c3c ones with AI Patrol turned off).
Here comes the odd part: Obviously, in c3c the default setting is backwards.
In other words, c3c has "NoAIPatrol=1" as default, whereas VC3/PtW have "...=0".

So, adding the line with the double negation simply tells c3c: "Patrol!" (=act like VC3/PtW)

Adding the line "NoAIPAtrol=2" will result in the immediate loss of all info stored in text files, especially your HoF entries, and your entire hair of head.
"NoAIPatrol=3", don't even dare to think about.
 
Mistfit said:
Ok, First off I appreciate your patience with the computer illeterate. Second I'm confused (big suprise there) Is the current setting 1 or 0 ? If I understand properly (doubtable) there is a line in the .ini file in conquests that reads

Edit: I had it backwards the below should now be corrected...I think :hmm:

The "1" needs to be changed to a 0. Nothing else.

Do I have this right?

What Doc said is correct. For whatever reason, C3C has a default setting of NoAIPatrol=1. However, the line isn't actually *in* the .INI file, unless you put it there. So if you've never modded it before, you will need to add a line (anywhere, order doesn't matter) to the .INI file, that says:

noaipatrol=0

Once the line's there, you can freely change it to 0 or 1. Also, as Doc says, having a different setting doesn't affect the save, so forgetting to change in an SG will only mean that the barbs are agressive during YOUR turns ;) , it won't corrupt the file or affect anyone else's turns. Not sure about PBEM games, I *think* that only the setting of the last human player in the turn order matters, as the barbs are resolved after all players in the turn order, so they should act according to the settings currently in effect.
 
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