Author Topic: Steps for finding the intense rivalry rule and other things  (Read 4469 times)

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Offline Dio

Re: Steps for finding the intense rivalry rule and other things
« Reply #15 on: August 31, 2013, 10:09:04 PM »
So far I have figured quite a bit on what it effects. I will post several screen shots to show you. In short though, so far it has been referenced quite a bit in the hive AI, and in a lot of the diplomacy effects regarding truce, pacts, bribes, demands, and loans. I also know it effects diplomatic victory, ironman, blind research, bell curve, randomize faction profiles and agenda, and I am assuming the references in the AI are probably effecting how they act when you select rules like intense rivalry. Also, some of the ones labeled world map survey or not may also effect the rule look first: flexible starting locations.

Offline Yitzi

Re: Steps for finding the intense rivalry rule and other things
« Reply #16 on: September 01, 2013, 02:55:16 AM »
So far I have figured quite a bit on what it effects. I will post several screen shots to show you. In short though, so far it has been referenced quite a bit in the hive AI, and in a lot of the diplomacy effects regarding truce, pacts, bribes, demands, and loans. I also know it effects diplomatic victory, ironman, blind research, bell curve, randomize faction profiles and agenda, and I am assuming the references in the AI are probably effecting how they act when you select rules like intense rivalry. Also, some of the ones labeled world map survey or not may also effect the rule look first: flexible starting locations.

Screen shots aren't really necessary, and are too hard to figure out.  Just listing the offsets/pointers where it's referenced (and which bit of the bitfield it is) would be enough.

As I said, I'm really only interested in the ones that are also affected by difficulty level, as the goal is to identify which difficulty-level effects are AI aggressiveness as opposed to other effects of difficulty.

Offline Green1

Re: Steps for finding the intense rivalry rule and other things
« Reply #17 on: September 01, 2013, 03:10:18 AM »
I am not a coder, but I used to dabble with Commodore 64 BASIC when I was a kid. Tried machine language for it, but did not have good access to tutorials then got obsessed with Bards Tale and early Ultimas.

One of the things I did when making all the crappy character graphics games I spent way too much time on back in the day was put REM commands in so I would know what part of the program does what.

Maybe that kind of exe mod would be the first place to start and be a great resource for assembly coders if that is possible in assembly. Also, some kind of flow chart with line numbers (or addresses in assembly, I guess)

That way, lets say I was a coder and made a project for myself. For example - I wanted to consolidate the initial world generation settings, rules, difficulty, and faction select screens into just one screen like in the later Civ games. I would know exactly where to look.

Offline Yitzi

Re: Steps for finding the intense rivalry rule and other things
« Reply #18 on: September 01, 2013, 03:46:29 AM »
I am not a coder, but I used to dabble with Commodore 64 BASIC when I was a kid. Tried machine language for it, but did not have good access to tutorials then got obsessed with Bards Tale and early Ultimas.

One of the things I did when making all the crappy character graphics games I spent way too much time on back in the day was put REM commands in so I would know what part of the program does what.

Ollydbg has breakpoints for that purpose; it's still tricky with a program this size.

Offline Dio

Re: Steps for finding the intense rivalry rule and other things
« Reply #19 on: September 01, 2013, 03:38:32 PM »
This register is referenced in the difficulty section at addresses 00589d93 and 00589db9.

Offline Yitzi

Re: Steps for finding the intense rivalry rule and other things
« Reply #20 on: September 01, 2013, 03:57:16 PM »
This register is referenced in the difficulty section at addresses 00589d93 and 00589db9.

That's writing to the difficulty, not from it, so it's not finding the difficulty for use in determining AI aggressiveness, which is what I'm looking for.

Dio, perhaps it would make more sense for you to just pick some procedures and figure out what they do, step by step, just to get a sense of how to read the code.  Because so far you seem to be mis-identifying  a lot of things.

 

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