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  1. #1
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Okay, I've done it here's a sample:
    Code:
    monitor_event CharacterTurnStart FactionType egypt
    and AgentType = admiral
    and not FactionIsLocal
    console_command add_money egypt, 800
    end_monitor
    
    
    ;Rome
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_TurnNumber  < 81
    and Treasury < 100000
    
    console_command add_money seleucid, 1200
    
    end_monitor
    
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_NumberOfSettlements seleucid < 4
    and I_TurnNumber  > 80
    and Treasury < 200000
    
    console_command add_money seleucid, 1200
    
    end_monitor
    
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_NumberOfSettlements seleucid < 9
    and I_NumberOfSettlements seleucid > 3
    and I_TurnNumber  > 80
    and Treasury < 200000
    
    console_command add_money seleucid, 1000
    
    end_monitor
    
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_NumberOfSettlements seleucid < 16
    and I_NumberOfSettlements seleucid > 8
    and I_TurnNumber  > 80
    and Treasury < 200000
    
    console_command add_money seleucid, 800
    
    end_monitor
    
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_NumberOfSettlements seleucid < 25
    and I_NumberOfSettlements seleucid > 15
    and I_TurnNumber  > 80
    and Treasury < 200000
    
    console_command add_money seleucid, 600
    
    end_monitor
    
    monitor_event SettlementTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_NumberOfSettlements seleucid > 25
    and I_TurnNumber  > 80
    and Treasury < 200000
    
    console_command add_money seleucid, 400
    
    end_monitor
    I also lowered the money the Carthies get from fleets because they seem to get obnoxiously rich nonetheless.
    Here's the link:
    http://www.axifile.com/?4386189

    I added a 200k limit to the stepped bonus too, because any faction that's doing so well doesn't need more bonuses.
    Please leave your thoughts, comments and even crazy ideas in order to further improve this.
    Last edited by Redmeth; 04-21-2007 at 15:11.

  2. #2
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)



    Results of the second modified testscript. Our beloved cockroaches the Macedonians are so far the only eliminated faction. And that happened as late as Fall 202 B.C.

    There isn't much left of the Seleukids and the Getai are stubbornly holding on to their home province. The Pontics have been ousted from their capital but Trapezous has something like an 8 general garrison.

    The Saka are done as are the Sauromatae. For a long time it looked like the Auedui were winning the Gallic civil war but recently the fortune of the Arverni has been going up. The Sweboz got back into the game after several revolts and the Carthies are doing their usual conquering the world stuff.
    The Ptolies grabbed Asia Minor from the Seleukids which contributed greatly to their fall although the Baktrians and Pahlava were already gobbling up the Seleukid east.

    Neither the Sabaeans or the Koinon are doing all that well. They had their glory days but that seems a thing of the past. The Epirotes have once again developed into a superpower and Rome is being held nice and tight on it's peninsula, although recently they have been showing signs of breaking out.

    The Lusotannan are sharing their living space with the Carthies and I expect that within ten years or so they will have a brief but brutal war that will wipe the Lusotannan off the map.

    My biggest surprise is the Pahlava. They are finally becoming true Wastelanders and have an impressive empire going. Although they are at war with their former allies the Baktrians it could turn either way. My only problem is that they decided to expand north and northwest instead of south and southwest. Will look into that later.

    Once again. Some things have improved while others haven't. I will make new adjustments to the script. Meanwhile I'm providing a copy of my current script: http://www.axifile.com?7369241

    Also this screenie illustrates some of the financial problems that need looking into.
    Last edited by The Errant; 04-21-2007 at 19:19.

    "If you listen, carefully. You can hear the Gods laughing."

    Last words of Emperor Commodus. From "The Fall of the Roman Empire".

  3. #3
    Member Member Dumbass's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    I have an idea. How about putting a cap on how low the AI's money supply can go, to stop them getting in horrible debt. I can see that a few factions (like celtic) are getting in debt, which might cripple their future expansion.

  4. #4

    Default Re: Fixing the AI money script (preliminary tests)

    Is it possible to use the cap for deb? like if treasur < 0 then : add like 1000?

  5. #5
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    I started testing as the Casse only hitting end turn with the script I posted, but before starting I had a hunch that the Eleutheroi would be too strong with 3500 a turn so i gave them 3200 but still they seem to be strong with almost all rebel cities having full-stack or close to a full stack garrison, strong rebel cities are good for stopping the strong factions but inhibit the expansion of small factions I think 3000 or 2900 will be a better sum for the rebels. Because of the strong rebels, factions like Baktria will rather turn on their neighbors (Saka) rather than attacking the rebel cities.
    Some pics:
    270:

    260:

    250:

    240:

    230:

    220:

    If you downloaded my script you could change these lines to change the bonus for the rebels from 3500 to 3000
    Code:
    monitor_event SettlementTurnStart 
    FactionType slave
    and not FactionIsLocal
    
    console_command add_money slave, 3000
    
    end_monitor
    EDIT:More testing, I still believe somewhere between 2800-3000 is a right sum for the rebels in order for them to be a challenge but not stop the smaller factions from expanding.
    Last edited by Redmeth; 04-22-2007 at 17:32.

  6. #6

    Default Re: Fixing the AI money script (preliminary tests)

    I have updated the first two posts to include the two major alternative scripts. As usual I posted download links on the first post, and the actual code modifications in the second. Hopefully I will have time today to test.

    Also, in 8 days this thread has become the 10th most-viewed thread in this forum!
    Last edited by Sheep; 04-22-2007 at 00:38.

  7. #7
    Celtic Cataphracts!!!! Member The Celt's Avatar
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    Cool Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Redmeth
    I started testing as the Casse only hitting end turn with the script I posted, but before starting I had a hunch that the Eleutheroi would be too strong with 3500 a turn so i gave them 3200 but still they seem to be strong with almost all rebel cities having full-stack or close to a full stack garrison, strong rebel cities are good for stopping the strong factions but inhibit the expansion of small factions I think 3000 or 2900 will be a better sum for the rebels. Because of the strong rebels, factions like Baktria will rather turn on their neighbors (Saka) rather than attacking the rebel cities.
    Some pics:
    270:

    260:

    250:

    If you downloaded my script you could change these lines to change the bonus for the rebels from 3500 to 3000
    Code:
    monitor_event SettlementTurnStart 
    FactionType slave
    and not FactionIsLocal
    
    console_command add_money slave, 3000
    
    end_monitors:
    Redmeth, it's not that they have full-stacks it's that they have insanely high ranking generals leading their armies. If you besiege a rebel settlement for example, you'll most likely encounter a 5-7 star general defending the city. That's what is slowing AI progression into those regions, not the full-stacks.
    Achtungaz!!! You vill all zavmit to zeh Svveboz!!!!

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  8. #8

    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by The Celt
    Redmeth, it's not that they have full-stacks it's that they have insanely high ranking generals leading their armies. If you besiege a rebel settlement for example, you'll most likely encounter a 5-7 star general defending the city. That's what is slowing AI progression into those regions, not the full-stacks.
    It's both. He nearly tripled the amount of money available to the slave faction every turn. So now those slave ubergenerals can afford to lead a full-stack garrison in every city. The generals weren't changed, just the funding to the slave faction. So it's easy to pin down why the AI progression into slave areas has slowed down.

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