View Full Version : Surefire way to make sure A.I. doesn't build something?
Slowpoke Nov 20, 2010, 03:12 PM I've noticed that setting flavors to 0 doesn't necessarily stop the A.I. from building something, it seems to also be dependent on what UnitA.I. you choose for it. I've tried ICBM A.I. since the computer doesn't build them, but I don't have the time to playtest for dozens of hours to double check, so is there a reliable way to make an A.I. not build something ever?
smellymummy Nov 20, 2010, 07:20 PM it doesnt look like there's a db value that can be changed to do that. with some lua though you can catch a forbidden build and hammers put into it, take it out of the queue and replace it with something else and apply the hammers, or wait another turn and apply the hammers when it sees what the AI decided to build
Shiggs713 Nov 21, 2010, 06:35 AM I'm pretty sure there is a function in the firetuner to make the AI "autoplay" for you so you don't have to sit there and manually test everything.
Zen Blade Nov 21, 2010, 06:59 AM "Autoplay" that sounds nice.
Anybody use it?
smellymummy Nov 21, 2010, 12:08 PM it's in the game tab of the tuner, or you can type into the console
Game.SetAIAutoPlay( 1, 0 )
1 = how many turns to autoplay
0 = the player ID to return too. use -1 to return as an observer
Gazebo Nov 22, 2010, 10:14 AM I've noticed that setting flavors to 0 doesn't necessarily stop the A.I. from building something, it seems to also be dependent on what UnitA.I. you choose for it. I've tried ICBM A.I. since the computer doesn't build them, but I don't have the time to playtest for dozens of hours to double check, so is there a reliable way to make an A.I. not build something ever?
Slowpoke,
Give it a negative flavor value of -200 or more– that should stop it.
Flavor works like this:
Flavor (Unit/Building) + Leader Flavor (Flavor type for unit/building being built) + Randomly generated number 1-5 + Current Grand/Tactical Strategy Flavor = Likelihood of construction
Thus if you mod in a unit with a FLAVOR_DEFENSE of 0 and you are fighting Napoleon, he still has a chance of building the unit because the units FLAVOR_DEFENSE adds to his inherent leader flavor for defense + if he's feeling warlike he'll favor FLAVOR_OFFENSE and FLAVOR_DEFENSE units + the randomly generated number.
Long story short, 0 flavor makes it less likely, but not impossible.
On another note, you can also ban a unit entirely by using the <UnitOverrides> tags (in Vanilla CivV- look in Gamplay folder, I think)– Firaxis uses this command to keep minor civs from building wonders and barbarians building workers/settlers etc.
Kruelgor Nov 22, 2010, 02:00 PM Just an idea, although it sounds like a lot of trouble, but you could try deleting the unit and then create the same unit as a "unique unit".
Slowpoke Nov 22, 2010, 06:21 PM Slowpoke,
Give it a negative flavor value of -200 or more– that should stop it.
Flavor works like this:
Flavor (Unit/Building) + Leader Flavor (Flavor type for unit/building being built) + Randomly generated number 1-5 + Current Grand/Tactical Strategy Flavor = Likelihood of construction
Thus if you mod in a unit with a FLAVOR_DEFENSE of 0 and you are fighting Napoleon, he still has a chance of building the unit because the units FLAVOR_DEFENSE adds to his inherent leader flavor for defense + if he's feeling warlike he'll favor FLAVOR_OFFENSE and FLAVOR_DEFENSE units + the randomly generated number.
Long story short, 0 flavor makes it less likely, but not impossible.
On another note, you can also ban a unit entirely by using the <UnitOverrides> tags (in Vanilla CivV- look in Gamplay folder, I think)– Firaxis uses this command to keep minor civs from building wonders and barbarians building workers/settlers etc.
I'll give it a shot :) Just sometimes negative values end up getting treated as 0 in many places of the xmls. Btw where'd you figure out that exact equation O.O
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