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  1. #1
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Ower
    The Errant, I just copied your, script from post 111 and want to ask something: monitor_event SettlementTurnStart FactionType pontus
    and not FactionIsLocal
    and I_NumberOfSettlements parthia < 13
    and I_NumberOfSettlements parthia > 6

    console_command add_money parthia, 1500
    end_monitor

    Is it suposed to by like this or is it an error? the same for Armenia, Spaine and every one who has when in red, (stated pontus), roman_brutii (have spain where parthia is abow), egypt (has numidia at that place). The factions are the internal ones.
    Oops! Major fuckup on my part. Fixed the typing errors in the code and it should be working now. Atleast the latest code a couple posts up. Looks like I'm going to have to start all ower again with Casse to test it though. Damn!

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

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

  2. #2

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

    No problem, something like that can hapen ju just copie it and forgot to chang somewehre, just a mather of thinkong and reading of what you change, not just copiing, from others. And besides i made some modifications as well, just wanted to know if its a error or what, i changet it in a copie file, and left your so, till I would get an ansewr

  3. #3

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

    Eh, just a small correction, it's not Spain, it's Lusotanna.

  4. #4

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

    Quote Originally Posted by Dan_Grr
    Eh, just a small correction, it's not Spain, it's Lusotanna.
    No it's not if talking about the internal names of factions that the game and uses for comands.

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

    I'm posting pictures from my ongoing tests using the Casse and my latest script version that can be found here:
    http://www.axifile.com/?4934956
    More details in the posts in the previous pages
    270:

    Sorry for the bad shot I wasn't careful with the positioning of the mouse
    260:

    250:

    240:

    230:

    220:

    As you can see by 250BC all the factions even the Sauromatae and Saka are moving the Getai are going strong but the Eleutheroi towns are pretty well defended so the AI expansion is not that fast, I'm satisfied with how things are progressing and will post more screenshots in this same post as the game continues. In 252 BC the stepped bonus kicked in and I believe the Seleucids will lose a few provinces in the next decade.
    EDIT: Reached 240, still have doubts about the Eleutheroi, they seem a bit strong in Britain i fought 2/3 a stack of cwmyr and a couple of stacks of mixed armies and in one conquered city i saw an extensive small trade port upgrade so they have a lot of money, on the other hand the strong rebels are ok for a slow and more realistic expansion, but further testing will need to be done, I am content with the rest though, maybe 2800 or even 2700 a turn for the rebels would be better but I'll test this further first.
    I'm really undecided about the Eleutheroi bonus so I'm asking the people who are testing my script for their opinion should I go lower with the bonus? And if any members of the EB team are reading this is there any general consensus regarding the bonus for the Eleutheroi, or if they should be strong or less strong in order for the factions to expand a bit faster?
    EDIT2:220 now and I think another step should be added as the Selucids are nearing 40 provinces I think and just ">25" is not enough to convey their empire so let me see what I can tweak the rest is pretty good and the faction expansion is great.
    Last edited by Redmeth; 04-24-2007 at 22:26.

  6. #6

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

    I've done a Casse test up to 250 and it's very similar to yours, the Saka have crossed territory with the Pahlava, but the Getai haven't expanded one bit. Aside from that, everything seems like yours.

    EDIT: The Maks are out of the game, the greek territory is now shared with the KH and Epeiros.
    Last edited by Dan_Grr; 04-23-2007 at 20:19.

  7. #7

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

    Haha I broke the second post.

    Let me try to figure out how to fix it... after Heroes of course.
    Last edited by Sheep; 04-24-2007 at 04:23.

  8. #8
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
    None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.

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

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

  9. #9

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

    It happened to me yesterday also, I don't know if it was from your script or redmeth's. I had to reinstall the game because of the show how button being greyed out. Well, good luck.

  10. #10
    Member Member Eminos's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by The Errant
    Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
    None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.

    Hi.

    That happened to me too a couple of months ago when I started experimenting with the script and when I hadn't yet realized the limitations of the scripting language. Don't reinstall! (I'm afraid I'm too late, you've probably already done that) Try to find the bad code. Back then I could see that something was wrong with my script by noticing that the game did'nt use as much memory as it usually do. After correcting the faulty code I was able the play and continue my tests without problems.

    I don't think I've got your latest script and the one I have looked at is probably your old one with the "extra bonus" for Pahlava ;-) and that didn't cause you any problems I guess. The corrections you did after that seem to have gone wrong.

    Another thing I want to say is that I've been a little bit sloppy on the "updating front". The original background script seem to have had some typos or something according to the sticky under the "bug report thread". I've downloaded the corrected background script and are know just pasting in my latest code into that one. Maybe you've already thought of that and this was unnecessary information.

  11. #11

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

    Quote Originally Posted by The Errant
    Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
    None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.
    You left out the slave faction bonus in your script, dunno if that had anything to do with it.

    Quote Originally Posted by Redmeth
    @Wolfshart, try my script or even better Sheep's script which gives 3500 to the rebels, I believe that to be overkill as factions will mostly just attack each other rather than the 2 stack garrisoned Eleutheroi cities.
    I just changed mine to 2700, in line with your suggestions. But it isn't too hard to change if you want to add more... a matter of 4 keystrokes really.

    Also, if you guys make changes to your scripts, if you wouldn't mind posting the code on here so that I can copy and paste it to the first page, that would be awesome. Thanks!!
    Last edited by Sheep; 04-25-2007 at 00:30.

  12. #12
    Guest Dayve's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by The Errant
    Oops! Major fuckup on my part. Fixed the typing errors in the code and it should be working now. Atleast the latest code a couple posts up. Looks like I'm going to have to start all ower again with Casse to test it though. Damn!
    You know i got banned from these forums (not the EB part, the M2TW ones) by a mod for saying an 'offensive' word much weaker than fuck, and demoted to a junior member, so now i can only post once every 22763732674326746 seconds...

  13. #13
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Dayve
    You know i got banned from these forums (not the EB part, the M2TW ones) by a mod for saying an 'offensive' word much weaker than fuck, and demoted to a junior member, so now i can only post once every 22763732674326746 seconds...
    Owned.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  14. #14

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

    The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
    and I have it for all factions.
    becausethe script load whit me:P, have 4 turns per year ... and so on.
    or the ... and treasury > number ... ad money .. - number.

  15. #15
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Ower
    The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
    and I have it for all factions.
    becausethe script load whit me:P, have 4 turns per year ... and so on.
    or the ... and treasury > number ... ad money .. - number.
    monitor_event SettlementTurnStart FactionType pontus
    and not FactionIsLocal
    and Treasury < -3000

    console_command add_money pontus, 5000

    This piece of script dosen't work for me. If I add it, the script for me no longer works. Once I remove it the script starts working again. It could be an error only at my end. So if you get it working, by all means test it and post the results here.
    I can't, so I'm going to see if I can use some parts of Redmeth's script for similar results.

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

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

  16. #16

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

    well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.

  17. #17
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Ower
    well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.
    OK. Check the script. Fix whatever errors you find and post a link for download. It might be the script is resisting any active changes on my end. Although I have no idea why.

    If I'm right though, I should be able to replace my script with an outside script and it will still work the way it should.

    If this is truly the case I'm in more trouble than I thought.

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

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

  18. #18
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    I'm quite happy with the way my latest test is progressing, but the Eleutheroi with 2900 are still too strong, the cities in central Europe and the ones in N Africa have a full-stack garrison and another stack outside that sometime roam dangerously, they build roads, mines and ports. I'm happy about the buildings and the extra garrisons but the 2 stacks are too much IMO. I'm nearing 230 in my test and I'll test this until 200 or so I'm very happy with the stepped bonuses and the 10 years of "grace" and 20 years of normal bonuses for everyone.
    I'll tweak some more small things and try the Eleutheroi with 2750 (25% of what the bonus is right now), I'll post in a few days what I hope will be my near final script for more people to test.
    I'll keep updating the post above with pics from the test run.
    What do you think so far of Eminos64's (who started it all), Sheep's, Errant's and my own efforts to balance this, and a post from someone on the EB team with their opinion would just make my day...
    Last edited by Redmeth; 04-25-2007 at 00:05.

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