Thunderbrd
C2C War Dog
Now THIS is teamwork! Loving it! What a collaboration this is all becoming
@Dancing Hoskuld
Could you have something where you could get money from them by ransoming them back to their homeland. Or at least pretend to random them off? Meaning you get gold but the nation they are from do not get their unit back.
Before V29 is released I think I need to look into how the AI is handling captives, and see if it needs work urgently, since they are a fairly significant factor now. Does anyone happen to have a save game where a lot of captives have been generated and it' likely the AI has a bunch, which I can look at...?
@DH - Ok, having looked at Sgtslick's save, the current AI for them is just about as inappropriate as it possibly can be. Both types currently have a default AI of UNITAI_WORKER. That means that they will try to do what workers do - since neither can perform any plot improvements or create routes they will always fail to find anything. At that point they will attempt to retreat to the nearest city. When they get there they still won't find anything to do (workers cannot build buildings so it doesn't check that, and similarly for outcome missions). At that point they will be scrapped.
For now I recommend you change them all to UNITAI_SUBDUED_ANIMAL, since that does approximately the right thing (not quite, because it doesn't really cope well with defense 0 units, but apart from that aspect). It will at least check for outcome missions, check for builds, and choose whichever looks best, including searching for the best city to perform them in.
Having said that, the AI still needs some work (I think the subdued animal AI is fine to use [might not be the best name, but if you think about the role of subdued animals, it's actually pretty similar to the role of captives]) as follows:
- Enhance to cope with defenseless units (get escorts as necessary and so on)
- Outcome evaluation only works for outcome types we used to have, and in particular outcomes that are mediated through events are not noticed by the current outcome value routine in CvOutcome [so the increase population one will have 0 value and never be executed)
Also, I noticed when looking at the XML that UNIT_CAPTIVE_CIVILIAN has a population increase outcome (settling in the city) which is mediated through EVENTTRIGGER_ADD_ONE_POPULATION_CAPTIVE. However EVENTTRIGGER_ADD_ONE_POPULATION_CAPTIVE is no defined! So this outcome will never do anything (for the AI or anyone else)
You must be using an older version or something
1) They can do work. Or at least the Captive- Military/Neanderthal can, it gets used up. I am thinking of restricting them from building routes. This is not the best use of them.
2) the event trigger should be EVENTTRIGGER_ADD_ONE_POPULATION not EVENTTRIGGER_ADD_ONE_POPULATION_CAPTIVE which maybe a typo but neither are working and adding the population even though the text messages is saying they do
Dang, I am going to be late for the Dr.
Ok, for those that can do work I guess I can modify the worker AI to also look for construct and outcome opportunities, but any that cannot (the civilians?) would be much better on UNITAI_SUBDUED_ANIMAL (at least it would prevent them wasting lots of time going through all the worker routines looking for work that cannot possibly be there).
Also, the unit upgrades are a bit problematic - the AI has no concept of upgrading a unit in such a way that it's AI type changes across the upgrade (so 'workers' that can upgrade into non-worker units are not handled). Again I can add a routine specifically for this if need be (I'm guessing it will be).
Subject to correcting the spelling I can't see why the outcome would not work, but if it doesn't that's something you'll need to engage AIAndy on.
I'll work on the assumption that captive military can always perform worker builds (except routing maybe) and will remain on UNITAI_WORKER, and that captive civilians will change to UNITAI_SUBDUED_ANIMAL. Let me know if that seems wrong to you...
Can't units have multiple Unit AI? Maybe having multiple unit AIs would solve some of the problems. How does the AI currently handle subdued animals that can upgrade to units with a different AI?
The Immigrant AI, written in python, uses the same join city as population outcome. It has default Unit AI as worker with secondary AI as settle. It may be possible to convert that AI to special "Immigrant" class and use that. It will be needed for some of the other units I want to make.
If that is the case I could makeCaptive- Military/Neanderthal have primary AI of subdued animal with secondary AI's of Melee, Archer and Worker.
Captive - Citizen have primary AI of subdued animal and a secondary AI of "Immigrant".
So you are saying that subdue animals has not been working fully, since some units can upgrade to military units?
With some of the ideas Johny Smith has been throwing around and my preference to get rid of the Great Farmer I would want some subdued animals to place resources on the map - more AI.
Hydro,
can you pls make a btn for the Animal Assisted worker, its the one with the mule, currently there are two of them, anyways, thx.
So you are saying that subdue animals has not been working fully, since some units can upgrade to military units?
With some of the ideas Johny Smith has been throwing around and my preference to get rid of the Great Farmer I would want some subdued animals to place resources on the map - more AI.
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SUBDUED_ANIMAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
Two sugestions
1 Capitives should be more rare. In meele faight no-one have time to take prisoners.
2 captives shouldn't be upgradable to units. If my prisoner will get weapon he will fight against me not with me.
(captives should be use to speedup units build to simulate prisoners drafting like in Rome.)
Now with 2 war is simplest ever. From city conquer you get free defender's. Very stupid...