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Old October 20, 2001, 06:46   #31
hexagonian
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Martin,

Thanks for clarifying the info on Goals.txt. I went back into strategies.txt and boosted some of the executed goals for SEIGE, as some of them were lower than I wanted too. Easy to overlook some of these things...

Slightly off topic - could you limit the amount of gold/PW in your KillCity SLIC file when you capture a city. I want that number to be small in the early game, and it tends to be a freebie, which I try to limit for the player.

The amount is fine for the razing of a city though.

Expect another updated for Cradle.
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Old October 20, 2001, 08:24   #32
Martin Gühmann
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Now I think it is no problem to replace Wes' settings by yours player1.

Quote:
Originally posted by hexagonianSlightly off topic - could you limit the amount of gold/PW in your KillCity SLIC file when you capture a city. I want that number to be small in the early game, and it tends to be a freebie, which I try to limit for the player.
Actual the amount of PW/Gold you capture and also the AI captures if you capture a city depents on the amount of Gold/PW and the number of cities that the AI owns. If I remember it correctly you could loose a huge amount of gold in Civ1 if you lost a city. So the sollution would be to lower the effects of player1 slic file. To give the AI less PW.

-Martin
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Old October 24, 2001, 19:16   #33
Foro
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Hi Martin
Havent been able to handle this zip fil thing
Ok my e mail adress is magnusreder@cityweb.de
Send me your e mail adress and i send you the zip file.
Some additional things i found out:
You can do a farmer trick
When you start your city the best place is wood.
Why ?
Put as many farmers as possible as specialists and let your city grow to 3.
Then remove all and untill you built your settler (repeat this as long as there is need for)
I build normally 2 war and a settler and send them together to built a new city and repeat this untill i got enough city or no space is left ( often the computer players limit your ability to built more then 8 to 10 because of their growth)
In the woods you get a very high farmer bonus and there is no problem to let your cities grow that way.
Also tried the trick when i was surounded by strong computer players to get my cities to 19.
Yes your science and production is very low in this time but it works in the end.
I got em sciencewise shortly after reaching industrialisation.
(Normally i dont using all the slics from Martin and Player1)
I disabled the choice for destroying cities cause the PW you get is to huge (Gold doesnt matter as it has not a lot of impact on the game)
After getting 10 cities to 19 i started to built an army once i researched cannons cavalary and infantry. Four stacks of mixed 12er units with the production still running allowed me to conquer cities very fast.
The AI doesnt attack a stack of 12 normally that is an AI problem so they have no chance on a concentrated attack.
(is there a chance the AI will do so when the AI has enough troops to wear down stacks of 12 of the human player ? it gets to easy this way)
So all in all even if the AI has a huge army and you are on the same science level as the AI you will win for sure.
(Move a stack of 12 composed of at least 6 ranged attack units and bombard once or twice then charge, with railroad or roads and ranged units with more then one point of movent you can even bombard bevore the AI can )
The babarian problem isnt that huge because of the many settlers.
Normally the AI will have access to better goverments soon enough.
Only problem is when the AI is splitted.
That means if they have cities outside of the AIs normal boarders.
Then the distance is to big for em.

Well i think thats all for now.
To make the AI harder maybe remove the happieness function for the AI at all.
So they wont suffer from unhappieness if they dont have the happieness buildings, roads to distant cities and the like.

Just my thoughts

Hope you can find some nice things out to make the game even more interesting.
One more thing.
Is there a possibility to make the game interesting in the late stages of the game without getting to tough at the beginning ?
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Old October 26, 2001, 16:12   #34
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The Barbarian problem is caused by the fact that my slic file ignores city defence. I got also many Barbarian cities in my game therefore I don't need your savegame anymore Foro. Unfortunatly I haven't so much time for modding anymore, therefore I am slower to continue my work.

Quote:
Originally posted by Foro
Is there a possibility to make the game interesting in the late stages of the game without getting to tough at the beginning ?
There is one interesting but radical and I guess also a difficuilt challenging sollution for the problem. So far we know that the AI can't use specialist properly. In comparison to the human who exploits specialist the AI uses the sliders. In the early game that is no problem for the AI. But in the late game pollution causes a lot of unhappiness a,d the AI uses the sliders to compensate this the human uses entertainers that is a more efficient way.

To make the game more challenging you could remove the effects of entertainers. But you can also reduce pollution just by converting workers into other types of specialists.

Therfore my extra APOLX_pop.txt changes the enabling advance for all specialists to ADVANCE_SUBNEURAL_ADS. The tech tree gives you no change to get it, I also changed the effects of specialists to none.

Now you have to use the sliders like the AI.

-Martin
Attached Files:
File Type: zip apolx_pop.zip (397 Bytes, 6 views)
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Last edited by Martin Gühmann; October 27, 2001 at 08:09.
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Old October 27, 2001, 05:56   #35
Foro
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another fix of this problem is to play without pollution at all (in fact i did it when playing hotseat with a friend)
When reaching the modern ages and while using all the slics it is still no problem to overtake the AI and get ahead of it.
Also war is much easier the more advanced you are.
Railroad and more movement points allow you to strike fast and take cities in a few turns without losing much time.
Combined with the effect that the AI doesnt attack stacks of 12 you can simply block with a stack of 12 the road or railroad where the AI is able to bring more troops to the front or retaking cities.
Hmm so the AI has to produce more and to get more science once in the modern age.
So is there a possibility to give the AI a bonus on research and production (and whatelse possible) once reaching the modern ages ? ( i know that the AI gets a bonus at the start of the game when you play at impossible for example)
Another thing is can the AI be more agressiv in that the AI rallies nearly every troop when it gets invaded by the human player (no boarder wars but when the human player invades the boarders of the AI starting to take cities) AND can the AI make attacks on stackst of 12 when the AI has more troops in a given radius then the human player ?


Maybe you or player 1 find a solution hehe

Oh and is there a chance to remove the option to get PW when taking or killing a city in your slic ?
The amount of PW depends on how huge the AI is and normally it is very huge in my games hehe

Ps:in a game i played previously with a friend we started bevore i had your slics and used it while we got cannons and cavalary.
We played later on with a plus 1 on the slics that means if you add the modifications of all the sliders you have to get a modification of plus 1
This game was played without polution and still we had no problem to research tank warfare bevore the AI got it.

Last edited by Foro; October 27, 2001 at 06:16.
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