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Thread: Diplomacy, I wonder...

  1. #61
    Senior Member Senior Member Carl's Avatar
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    Default Re: Diplomacy, I wonder...

    Has anybody worked out how Descr_Diplomacy works yet?

    In the latest version of my Rebuild-ProblemFixer BETA I seem to have an issue where-by all alliances are considered demanding no matter what turn it is or what the relations.reputation is. So I could do with some help.

    Thanks.

    Carl.
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    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  2. #62
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Lightbulb Re: Diplomacy, I wonder...

    I've changed my file to 0.75,0.75 and 0.20.

    But it still would eb nice to have Kobal's file to compare. EXCELLENT work all !

    Should I be changing the force_invasion parameter to false ?
    Does that improve the campaign ?


    Spoiler Alert, click show to read: 
    Trigger 0093_Update_Normal_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = medium

    FactionStanding exclude_factions { } normalise 0.0 50


    So here 0.0 means that relations will improve at a factor of 0 i.e normal, what does the 50 mean ?
    In these triggers I can only see the use of 1, 0, -0.5, -1. What about 0.5 ? Should'nt medium difficulty be at 0.5 ? seems logical to me.

    Thanks very much for the help. Appreciate it greatly.

    Salute !
    Last edited by Shahed; 04-19-2007 at 11:53.
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  3. #63
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Question Re: Diplomacy, I wonder...

    Quote Originally Posted by alpaca
    Just a short info: when you set the can_force_invade attribute to false for all invasion decisions, the AI won't do those silly attacks on the player anymore that are dependent on peace time, etc.

    You probably already figured that out, but I thought it might help somebody.
    Hi Alpaca, I just checked my file, it's 1.1 and all can_force_invade are already false. Am I looking in the right file ? It's descr_campaign_ai_db.xml
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  4. #64
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Diplomacy, I wonder...

    What I meant back then was that you have to put can_force_invade=false into every invasion decision.
    As of 1.2 that's not necessary anymore because we can override the default by using the continue faction_standing, but since you're using 1.1...

  5. #65
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Diplomacy, I wonder...

    Hey sorry if I sound stupid, but I am using 1.1, with PureFixer 1.13. Anyway that means I don't have to change anything, if I understand correctly.
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  6. #66

    Default Re: Diplomacy, I wonder...

    Quote Originally Posted by alpaca
    What I meant back then was that you have to put can_force_invade=false into every invasion decision.
    As of 1.2 that's not necessary anymore because we can override the default by using the continue faction_standing, but since you're using 1.1...
    Alpaca, can you explain this a little bit? Why is that clause not needed anymore? I don't have 1.2 yet, what is the general consensus about frequency of silly invasions or port blockades? Hopefully CA rebalanced a lot of things, since what was bugged was not the M2TW engine, but merely the settings in the AI text files.

  7. #67
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Diplomacy, I wonder...

    Well you don't have to put it into all decisions because you can have a decision at the top that doesn't stop the game from choosing a decision below but that overrides the default can_force_invade setting.

    Edit: I just noticed there's another new setting called "use_cheat_overrides" in 1.2, if we set that to false it might do the same (and even more).
    Last edited by alpaca; 04-19-2007 at 22:52.

  8. #68
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Diplomacy, I wonder...

    Quote Originally Posted by Sinan
    Trigger 0093_Update_Normal_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = medium

    FactionStanding exclude_factions { } normalise 0.0 50

    So here 0.0 means that relations will improve at a factor of 0 i.e normal, what does the 50 mean ?
    In these triggers I can only see the use of 1, 0, -0.5, -1. What about 0.5 ? Should'nt medium difficulty be at 0.5 ? seems logical to me.

    Thanks very much for the help. Appreciate it greatly.

    Salute !
    The 0.0 means the normalise moves your standing with each faction toward 0.0, which is the dead center of the standing meter: not good nor bad. The 50 is a divisor. The game finds the difference between each faction's standing and 0, divides it by 50 (in this case) and modifies the standing by the result. This means the further you are from 0 standing, the more normalise moves you toward 0, and conversely that when you are already near 0, normalise does very little to your standing with that faction. It basically makes it easier to escape bad standing and harder to maintain good. Every time it will take you 1/50th of the way to the target value. So smaller values in the divisor position actually mean the effect on your standing w/ other factions will be far greater.


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