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Old January 13, 2001, 21:31   #1
Dale
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The diplomacy/frenzy mod!
Well, here's the one you've been waiting for!

I would like to introduce the new Diplomacy/Frenzy mod. Written by Dale (diplomacy) and BlueO (frenzy).

I need someone with a website to host it for me, I don't have one. Here's the readme.txt for a teaser.

/////////////////////////////////////////////////////////////////////////////
//
// Diplomacy/Frenzy script AI for CTP2
//
// Diplomacy by Dale
// Frenzy by BlueOrange
// Other MODS by Dale
//
// Finished: 14-Jan-2001
//
// Free for public use and modification
//
/////////////////////////////////////////////////////////////////////////////

Filelist:
---------

readme.txt - This file
ctp2_data\default\aidata\diplomacy.txt - Updated diplomacy models
ctp2_data\default\aidata\Goals.txt - Updated goals
ctp2_data\default\aidata\ImprovementLists.txt - Updated improvement lists
ctp2_data\default\aidata\strategies.txt - Updated strategies
ctp2_data\default\aidata\UnitBuildLists.txt - Updated unit lists
ctp2_data\default\gamedata\diplofrenzy.slc - SLIC script for changes

Installing:
-----------

1 - Unzip files to Call to Power 2 install directory.
2 - Open ctp2_data\default\aidata\script.slc in notepad.
3 - Change #include "diplomacy.slc" (at end of script) to #include "diplofrenzy.slc"
(I have included new eventhandlers for the ones in diplomacy.slc)
4 - PLAY!

Changes:
--------

1 - New diplomacy models for AI to AI and AI to HUMAN interaction.
- AI will not by default refuse another AI's proposal.
- AI has higher priorities for making proposals. This makes the AI make proposals.
- AI's with same governments are more likely to become friendly.
- AI's of different governments will be more neutral.
- AI/Human interaction will be more agressive/demanding.
- AI's in FRENZY will only consider/respond to Cease-fire treaties.
- Increased AI priority to build embassys with others.
- AI will build slightly more diplomats.

2 - BlueOrange's FRENZY script.
- Implemented into new diplomacy model.
- Changed so possible to return from FRENZY level 4.
- In FRENZY, AI's will consider a cease-fire (returning them to normal diplomacy and FRENZY level 0)
- Changed HateLevel so FRENZY level 1 begins at 15. (This allows normal diplomacy from AI when all you have is a

border skirmish)

3 - Other changes I saw as nice ones.
- AI will build cities in 'nicer' areas.
- AI will defend cities with more units.
- Increased road desirability. (Causes slightly more roads to be built by AI)
- Increased maximum amount of special units build by AI. (Needed so AI could build diplomats)

Suggestions:
------------

1 - Increase AI timeslices in const.txt.
2 - Play on larger maps. My diplomacy model works better on them.
3 - Don't play with an un-modified version of CTP2, it's no challange.

Notes:
------

After playing a couple of games with the new models in force I noticed the following:

1 - AI's will now generate positive regard for other AI's (increasing likelihood of treaties/alliances)

2 - Due to internal programming settings of the game, it is actually pretty hard for an AI to have a treaty with another AI.

The problem lies in that to consider a treaty an AI is not allowed to have been in a square controlled by the considering AI

for at least 5 turns. Knowing how the AI plays (roaming through your area and fortifying units near you) this becomes a slim

chance. However, I found the bigger the map, the better this chance is. Especially for AI's that are on opposite sides of

the map. So, though it didn't occur very often, a treaty can exist to the best that SLIC can do. Maybe Activision can do

something about this setting in a patch?

3 - As an AI increases in frenzy, it kills more of your units/cities and drops back down again. Then when the time is right

it will consider a cease-fire with you, thus ending the war. Wars become longer, harder to fight, and more intense. But

there can be an ending to the war.

4 - Once a war has started, the AI will not accept any proposals. I had to do this because there is no way to check if two

players are at war/peace/ally or whatever. Therefore, only the AI will initiate a cease fire.

5 - The AI built slightly less cities, but because they were in a 'nicer' area the cities were better.

6 - When entering war, you can't just sit on your ass and wait. You have to kill off the AI's productive power quickly.

This will increase frenzy, but a protracted war only benefits the AI.

7 - The game in general is a freaking lot harder!!!!!

End:
----

I hope you enjoy the mods I made. Thanks to BlueOrange for the FRENZY script. If you have suggestions/comments, email me.

Dale
dale.kent@mel.alphawest.com.au

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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Old January 13, 2001, 23:08   #2
OmniGod
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I'll take a copy, if you don't mind

Rich - that would be "email" me a copy.
[This message has been edited by OmniGod (edited January 13, 2001).]
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Old January 13, 2001, 23:33   #3
Darkknight
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wow this actually makes the ai attack you.Wow ive tried editing txt files but what is this frenzy thing it sounds like the main thing in this.where can i download it?

could you mail it to me too if it isn't too big
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Old January 14, 2001, 00:13   #4
MrFun
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You do know how to get one's attention!

Has OmniGod decided to post this great-sounding mod on his King Arthur website?

If not, let me know if you would need my e-mail address.
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Old January 14, 2001, 01:01   #5
OmniGod
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He has decided, and is waiting for it... as for now I only have the frenzy part in the mods section. Come and get it for now Hopefully the diplomatic one will be there in a day.

Rich

-----
King Arthur's Court http://ctp2.homestead.com
The site for all your CTP2 needs.
Completely renovated on January 13,2001. People with bad vision can now see without strain
-----
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Old January 14, 2001, 01:52   #6
MrFun
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I unzipped this mod to this directory: Activision/Call to Power II/ctp2_program/ctp

Is this where the Install directory is? I have not located an actual folder directory called Install. So did I unzip it to the correct directory?

Thanks for any help you guys.
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Old January 15, 2001, 01:29   #7
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Old January 15, 2001, 02:54   #8
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Is there a way to possibly make the AI only cross boarders when at war with someone, or preparing for a war. Even when you tell them to leave they still don't even if they agree. I guess the main goal diplomaticly would be to make the AI play nicer, right now that just get pissed and by the end of the game its just a big world war.
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Old January 15, 2001, 03:19   #9
Dale
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With an unmod'ed version of CTP2 it was too easy to keep the AI's happy. In my mod the AI will tend to be more demanding/threatening. Their regard will stay lower. While still able to get alliances, it's just not as easy. As to the borders problem, I see the AI sometimes crossing borders as good. It happened in the past where some leaders were bullying other nations by "right-of-presence". But my mod does change the "all-out-war". The AI tends to be happier with other AI's. BTW, you must remember that civilians don't inccur the constant incursion regard hit. They can freely wander over borders.

------------------
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Old January 15, 2001, 17:40   #10
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quote:

Originally posted by kormer on 01-15-2001 01:54 AM
Is there a way to possibly make the AI only cross boarders when at war with someone, or preparing for a war. Even when you tell them to leave they still don't even if they agree.


it appears that the Ai only thinks of trespassing as actual movement. So if they agree to stop trespassing, it fortifies where it is. But by not moving, its in compliance.

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Old January 15, 2001, 18:47   #11
Dale
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MrFun:

The install directory is the main Call to Power 2 directory. Hope this helps.

Alpha Wolf:

Actually, I think it's more that the AI see's it's regard hit like this:
a) It'll take -100 regard for breaking the withdraw treaty.
b) It'll take -10 regard for leaving it there.
Conclusion) It's less on its regard to fortify than to move it.
------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
[This message has been edited by Dale (edited January 15, 2001).]
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Old January 16, 2001, 01:14   #12
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Hey Dale - where is the Install directory? Did I unzip it to the correct folder? I could not find a folder named Install as a directory.
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Old January 21, 2001, 17:26   #13
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Well i tried the dimplomacy mod and the A.I still
arent making treaties with themselfs.
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Old January 23, 2001, 00:04   #14
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quote:

Originally posted by Alpha Wolf on 01-15-2001 04:40 PM
it appears that the Ai only thinks of trespassing as actual movement. So if they agree to stop trespassing, it fortifies where it is. But by not moving, its in compliance.



The GOAL_RETREAT goal should move these units back to nearby cities if they are treaspassing, but if there are no nearby cities owned by the AI, then yes, they will just sit until being assigned to some goal.

-- Richard
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Old January 23, 2001, 00:31   #15
Dale
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*shocked* An Activision post! It's nice to see.

So basically (if I get this right) if I checked:

if(HasAgreement(player[0], player[1], WITHDRAW_TROOPS)) {

and it's TRUE, then cycle through all the units finding the one's in that player's territory and assign them a MOVE_TO_HOME_CAPITAL then it would move them out of the territory?

I could use that in my mod.


------------------
Author of Diplomod. The mod to fix diplomacy.

Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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Old January 24, 2001, 01:24   #16
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Well, that mod is certainly teaching the AI to act somewhat strange. I just started a new game, after "installing" the mod and editing the files. I decided to "challenge" the AI on difficult. Well 2hrs and 300 turns later, I was really suprised how diplomatic the AI played,though getting asked for a map exchange every 5 turns made me wonder, but hell, who cares. As I was saying 300 turns later,it troubled me why the AI accepted EVERYTHING I asked them, so I wanted to find out how nice the AI really is, and asked one civ to give me a city, which it did, without any bad effects on my reputation or else. So I asked for another one, and another one, in the end every nation gave me ALL their cities. Spank my ass and call me charly but I don't think thats what u wanted the ai to do??!!What u need the player for then? He just has to harvest all cities in 2999AC.


[This message has been edited by thanatos.tod (edited January 23, 2001).]
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Old January 26, 2001, 00:18   #17
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dito with above post. Ai give you anything you ask for.
I installed frenzy but I don't think it is working, AI's are to nice.
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Old January 26, 2001, 03:06   #18
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Here's an idea to work around the 5-turn-no-incursion limit. Reintroduce the instantaneous return to home space for trespassing units via SLIC. Use a teleport event to move offending armies back to the home territory of the trespasser. And after the teleport event occurs - try to tell the AI not to move into that territory for several turns. AI will then consider proposals from other AI. In fact, if there are objections to the insta-return, only implement it for AI/AI incursions. Any thoughts?
 
Old January 26, 2001, 10:00   #19
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I think that's an excellent idea Mister Pleasant. I don't know anything about SLIC so I didn't realize this feature could be re-introduced into CTP2. It is sorely missing and needs to be introduced immediately. Thanks for the input. I hope someone implements it soon. It'll go a long way toward making no-trespass agreements meaningful.
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Old January 26, 2001, 12:15   #20
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sounds like you just want to make all units expelable.
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Old February 17, 2002, 09:27   #21
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Quote:
Originally posted by Azmel2
quote:

Originally posted by Alpha Wolf on 01-15-2001 04:40 PM
it appears that the Ai only thinks of trespassing as actual movement. So if they agree to stop trespassing, it fortifies where it is. But by not moving, its in compliance.



The GOAL_RETREAT goal should move these units back to nearby cities if they are treaspassing, but if there are no nearby cities owned by the AI, then yes, they will just sit until being assigned to some goal.

-- Richard
Oh Richard so far as I understood it: The reatreat goal has a base priority of -300000. That is the lowest priority of all goals, therefore I think retreat is the last thing that will the AI do, irrespective of the fact wheather the AI has a no-treaspassing agreement or not. As the textfiles look the no-treaspassing agreement should work if this goal had a higher priority.

PS I had to reply as I read this, although it is very unlikly that you will never read this.

-Martin
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