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  #371  
Old November 18th, 2006, 12:47 PM
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Default Re: Balance Mod Update

If you do a find and replace for all "Weapons Platform" entries with "Weapon Platform" in VehicleSizes.txt you should fix the problem.

In one of my AI test games, the Phongs and Terrans started close to each other and spent 50 turns blowing up each other's colonies...
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  #372  
Old November 19th, 2006, 08:58 AM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Update

Are you going to add those default empires emp files?
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  #373  
Old November 19th, 2006, 03:17 PM
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Default Re: Balance Mod AI Treaties

Greetings!

I'm currently building the script for the new treaty system that the AI will use in the Balance Mod. So far I've identified the types of treaty packages the AI might offer and most of the conditions that might by included in the proposals.

If it chooses to propose a treaty, the AI will consider it's anger level towards the other player along with modifiers from the type of AI it is (aggressive, neutral, peaceful), the score difference, and if it is currently in any wars. I may also factor in the game date.

Once the anger level is computed, then a series of conditional statements will choose a corresponding treaty type.

There are a number of treaty "classes" so far that I've outlined - although the actual names are picked from a list of appropriate choices. A number of terms are preset, although some types and/or stipulations will have some randomness.

Partnership:
Requires good relations and features trade, sharing of most items, mutual defense, etc. Only for the best of friends.

Military Alliance:
Similar to partnership, but with sharing focused on military items like share supply or enemy designs plus a few non-military items added by chance.

Mutual Defense:
Only picked if the AI is at war with someone. Terms will be similar to military alliance, but with fewer bonus terms.

Cooperation:
A more random trade agreement with a bit more sharing of non-resource or research items.

Trade & Research:
A trade agreement with some technology exchange.

Trade:
Mostly resource trade and a few other good faith items thrown in randomly such as share resupply or maps etc.

Free Navigation:
A friendlier version of a non-aggression pact

Non-Aggression
A typically early game treaty used to prevent hostilities and form a building block for more constructive treaties if things go positive

Non-Interference:
A highly specific agreement to stay out of each others' space - more likely to be proposed by aggressive races

Protectorate:
A not so mean treaty generally offered by peaceful races to much weaker empires... only small tariffs and some one-sided stipulations

Subjugation:
A meaner treaty offered by more aggressive races to much weaker empires... more severe tariffs and more one-sided conditions

Potential types not quite worked in yet:

Population Exchange:
A concise agreement to exchange population through migration

Technology Exchange:
Like above, but for technology
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  #374  
Old November 19th, 2006, 05:02 PM
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Default Re: Balance Mod AI Treaties

Will the A.I arrange alliances with other A.I's?
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  #375  
Old November 20th, 2006, 02:16 PM

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Default Re: Balance Mod AI Treaties

Any ETA on 1.0?
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  #376  
Old November 20th, 2006, 02:21 PM
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Default Re: Balance Mod AI Treaties

I'll have a v0.98 out tomorrow (maybe tonight) and then I'm going to do a v0.99 with the updated AI treaty system, and if all goes well with that a stable v1.00!

---

I'm not sure if I'll be able to get the AIs to make their own alliances - but they should be able to participate in one somewhat.
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  #377  
Old November 20th, 2006, 02:25 PM

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Default Re: Balance Mod AI Treaties

Neat. Any problems using 0.97 with 1.17?
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  #378  
Old November 20th, 2006, 02:31 PM

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Default Re: Balance Mod AI Treaties

Can you address some of the AI's Intel usage (or lack of Intel) in the new release?

From what I can tell the AI doesn't build Intel Centers or use Intel at all.
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  #379  
Old November 20th, 2006, 02:49 PM
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Default Re: Balance Mod AI Treaties

There's probably an issue with the Shield Regenerator due to a fix in v1.16, but based on the change log for v1.17, I don't foresee any other problems - but let me know if there is a problem.
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  #380  
Old November 20th, 2006, 03:00 PM

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Default Re: Balance Mod AI Treaties

Looks like there's a rather big one: the game will crash when starting a new game with 0.97. Not sure exactly what the problem is, there's several things going wrong: the exact crash is 'list index out of bounds' or some such.

When I try to edit or create a new empire, I get a message saying 'Could not find Empire Name in Record 1', in the abiddon_AI_main.txt file.

Clicking away that error message reveals that it's not possible to select any ship styles in empire creation, i.e. it's completely blank.

Some change in the way the data files are read?
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