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#1 |
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Say No 2 Net Validations
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We need help deciphering the HandicapInfos.xml
Hi @all
,we need some help deciphering the HandicapInfos.xml. We (mainly Poaukai and vexing) are currently setting up the Civ5InfoCenter, and one part there are the bonuses for the AI per difficulty level. vexing created a nice table here, but we're not really sure what some of the values mean. Help would be required for e.g. AdvancedStartPointsMod CityProductionNumOptionsConsidered TechNumOptionsConsidered PolicyNumOptionsConsidered AttitudeChange NoTechTradeModifier TechTradeKnownModifier AIDeclareWarProb AITrainPercent AIWorldTrainPercent AIConstructPercent AIWorldConstructPercent AICreatePercent AIWorldCreatePercent AIPerEraModifier AIAdvancedStartPercent Some of the values make only isolated sense (e.g. AITrainPercent), but not in connection with others (AIWorldTrainPercent). Could someone help us to make it clear what these tags mean ?Thanks in advance .
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#2 | |
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Warlord
Join Date: May 2010
Posts: 180
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Quote:
![]() can't say anything else about others
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#3 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Tech Trade stuff is from Civ IV and currently has no coding behind it in V.
AI DW Prob is how likely the AI is to declare on the player. I believe its set to 0 for Settler. |
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#5 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Hmm ok. I know barbs cannot enter player lands on settler and assumed the same for ai
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#6 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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It might be a "base" setting that can be modified by other factors.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#7 | ||
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Say No 2 Net Validations
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Quote:
Quote:
Does really nobody have an idea for the rest? Would already be very helpful if somebody could set AITrainPercent and AIWorldTrainPercent into some relation, because it would also explain construct + create. |
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#8 |
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Prince
Join Date: Jul 2012
Posts: 458
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Not sure if this is the right thread, but even on prince it seems the AI get's more of a bonus then what the table suggests.
Seeing as how this is an old thread, as any new info been found? |
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#9 | |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,880
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Quote:
The AI also always has Chieftain-level happiness. Nothing else could possibly be given to them.
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#10 |
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Prince
Join Date: Jul 2012
Posts: 458
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#11 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,915
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I think it also gets some other Chieftain bonuses (for example technology and policy cost discounts), not only happiness.
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#12 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,880
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I've never heard of that before. I'll have to check out the file again and confirm; I thought there was a column which asked for "PolicyCostDiscount" (which would mean they don't only use Chieftain levels).
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#13 | |
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Mad Scientist
Join Date: Sep 2005
Location: Los Angeles, CA
Posts: 3,063
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Quote:
If you change the AI's default handicap, then all of those go away. In my own mods, for instance, the AI played on Prince, but I'd altered quite a bit of the game balance in ways that'd reduce the gap between the human and an AI.
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Once upon a time there was the Ages of Man mod set. Then Firaxis broke it. But thanks to the DLL efforts of the community, the mods shall rise again! |
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#14 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,915
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Does it mean that the AI gets some bonuses twice? (For Chieftain difficulty and for the "AI something" columns.) I mean unhappiness reduction, but also things like bonus vs barbarians, and unit/building maintenance costs...
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#15 |
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Prince
Join Date: May 2011
Posts: 481
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Yes, I believe the AI plays as if it was at Chieftan difficulty and also receives the AI modifiers from the Player's chosen difficulty.
Also, starting at King, I believe the AI receives an additional bonus per era on top of everything else. So, at King, during the ancient era, the AI would receive an additional -2 to many of its discounts; by the industrial era, it would receive -10 (-2 * 5 eras). Last edited by Barathor; Aug 02, 2012 at 01:44 PM. |
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#16 |
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Chieftain
Join Date: Sep 2012
Location: Quebec
Posts: 10
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Has a comprehensive list ever been made? It seems like this thread died on the table :/
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#17 |
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Chieftain
Join Date: May 2013
Posts: 2
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I also would like to add that AI receives combat bonuses in immortal and Deity difficulties such as increased exp by double(triple?) (without the needed policy) coupled with enemy soldiers ending combat with 1 hp where they should have been dead (especially on ranged attacks) when that is coupled with exp boost, it is only possible to kill an enemy with minimum 3 attacks (assuming the units are the same) making it one of the biggest parts adding to difficulty which would have helped if it was on the list
Last edited by Anonimoustester; May 07, 2013 at 01:11 AM. Reason: typo |
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#18 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,880
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Ill go through the source at some point and translate
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#19 |
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Deity
Join Date: Mar 2008
Posts: 2,511
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All AIWorld___Percent rows: Appear to be left over from Civ IV; their current values (100 even at Deity) have no effect and I suspect even if you changed them they'd still have no effect.
(World Wonders were rolled into buildings; e.g. the AIConstructPercent bonus applies to world & national wonders in addition to buildings.) AITrainPercent should be unit production. I'm not sure what AICreatePercent is but it's the same value as Train & Construct anyway. (On Deity the AI builds everything 2X as fast and only needs to fill the food bucket 60%. Note that this file interacts with GlobalAIDefines.xml. That file contains a section defining the AI handicap level. (By default Chieftain.) AI gets both bonuses; by default if your on Emperor AI has 90% of the Chieftain level unhappiness. In addition this file interacts with the game speed xml (all players) for scaling. And this file even interacts with the world size xml (all players) in which playing on a bigger map than "Small" slows downs science; but in addition on the large & huge map sizes all players get some city happiness bonuses.
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#20 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,880
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AITrainPercent: Unit cost. 70% means a unit costs 70% of its original value. Affects price of Great Prophets and faith purchases.
AIConstructPercent: Building Cost. 70% means a building costs 70% of its original value. AIWorldConstructPercent: Wonder Cost. 70% means a wonder costs 70% of its original value. AIWorldTrainPercent: Affects world unit class cost. You'll only see this if a unit has MaxGlobalInstances != -1. AICreatePercent: For Projects (e.g. Manhattan Project). AIWorldCreatePercent: For World Projects (not sure if there's an in-game example). AIPerEraModifier: Judging by the code, modify the cost ((modifier*currentera) + 100) / 100. So if it's 100, by era it's cost*2, cost*3, cost*4, cost*5...I'm not really sure what this is supposed to do, because it seems to make the cost go up based on the era??? AIAdvancedStartPercent: Has no meaning, because it's never used in the code. AIDeclareWarProb: Affects how likely the AI is to declare war on human. AdvancedStartPointsMod - Never used. CityProductionNumOptionsConsidered - AI will consider more building choices when evaluating which city production to choose next. TechNumOptionsConsidered - AI will consider more tech choices when evaluating which technology to choose next. PolicyNumOptionsConsidered - AI will consider more policy choices when evaluating which policy to choose next. AttitudeChange - Never used. NoTechTradeModifier - Never used. TechTradeKnownModifier - Never used. An example of AIPerEraModifier: Spoiler:
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. Last edited by Putmalk; May 11, 2013 at 11:17 AM. |
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