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Thread: Campaign/Diplomacy AI

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  1. #1

    Default Re: Campaign/Diplomacy AI

    That's the difficult thing. I likehaving the AI form alliance blocks against common enemies, but i want to limit how much Islamic and Catholic factions ally which proves difficult when they have common enemies that it is sensible for them to ally against.
    I'm going to script alliances to last 10 turns rather then indefinate and see how the AI handles that. It's an easy, but long, script so it will take me awhile to finish it.

    Yeah defend_fortified without disabled forts can result in some interesting AI garrisons, but still overall better garrisoning by the AI compared to vanilla.
    Major problem with not disabling forts is that AI armies tend to get stuck inside the fort. Highly annoying when you capture thier last city with a full-stack army three steps away just sitting there watching. This can be helped with changing defend types, depending on different situations, particularly switching to frontline when ready to attack and deep when very weak, but it still happens occasionally.

  2. #2

    Default Re: Campaign/Diplomacy AI

    The merchant_city, assassin_city for the byzies was to add to their recruitment line in the EDB so they'd specialize their agent recruitment in particular cities and maybe beat the player to the guild HQ for once. But Lusted's idea seems like it may work better.

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    Update on post #5 point:

    GiveMoney seems to trigger ten times a turn when it's regular tribute.

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    other people may have noticed this ages ago but i only noticed it recently. Your power rating label (supreme, weak, average) on the diplomacy screen effects what the AI will offer for trade rights etc. If you have a high power rating they generally offer something in exchange for trade rights. If you're weak they're more likely to demand payment for trade rights. Doesn't seem to be relative to their label just yours. Alliances increase it.

    May be of interest as it probably affects a lot of things diplomatically. Especially so as your modding may have changed how likely it is for factions to be one thing or the other. For example in mine i have cheap units but low recruitment so the armies are quite big at the beginning and most of the factions counted as supreme quite early even though they were actually still quite weak. I've increased the points for each label in the descr_diplomacy.xml so there is more of a spread between the factions and the more powerful factions are percieved as such.


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    LustedThat's the difficult thing. I likehaving the AI form alliance blocks against common enemies, but i want to limit how much Islamic and Catholic factions ally which proves difficult when they have common enemies that it is sensible for them to ally against.
    It was the excessive catholic-islamic alliances early game that put me off alliance_against. I'm doing alliances by how much the factions like each other now as you can control that a lot more with all the faction_standings triggers.

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    Definitely need to try that defend_fortified thing.


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    CavalryCmdrThese hidden resources also have the same name (exactly, minus the guild_ at the begining) as the building tree name for that guild (as per export_descr_buildings.txt) I'm wondering if the AI is, instead of programmed to look for 'guild flags,' will recognize any building tree name and increase the priority for that building in that settlement, though I suspect most likely (as the name dose not include the guild_) that it will only work for guilds.

    I'll definately be experimenting with this tommorow.
    Haven't done much with guilds yet but i recall reading a very informative tutorial on them somewhere. Worth looking for if you haven't come across it already.
    Last edited by nikolai1962; 11-23-2007 at 07:15.
    It's not a map.

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