0.22 Leaderheads file?

Bringa

King
Joined
Jan 23, 2006
Messages
678
Hi,

I remember reading somewhere (but maybe I was dreaming?) that some of the values in the leaderheads (thresholds for wars, for trading, for joining wars) etc were adjusted for 0.22. Is this so or did I just imagine it? And if yes, would it be possible to just release the leaderheads xml? I feel a little tempted to play with these values as well, and it would be helpful to see what the team has done first.
 
Hi,

I remember reading somewhere (but maybe I was dreaming?) that some of the values in the leaderheads (thresholds for wars, for trading, for joining wars) etc were adjusted for 0.22. Is this so or did I just imagine it? And if yes, would it be possible to just release the leaderheads xml? I feel a little tempted to play with these values as well, and it would be helpful to see what the team has done first.

It was changed in 0.21, so you already have the changes.
 
Oh okay. Coincidentally, do you know of a place that lists these things and their effects? The wiki does list them, but explains maybe two or three out of the hundred tags.
 
Oh okay. Coincidentally, do you know of a place that lists these things and their effects? The wiki does list them, but explains maybe two or three out of the hundred tags.

Unfortunatly not, thats why I messed up so many of their meanings the first time around.
 
Damn, it looks like there once was a page on Apolyton's modiki, but that wiki seems to be down. Well, I shouldn't be messing with those things anyway, if I want to make the AI more efficient for the main trunk of FFH. Still, I'd really like to play a game where an AI joining me in a war against someone they are FURIOUS with and who's right next to them isn't a really rare occurrence.

Thanks anyway!
 
This site might still be useful if you know anything about the attitudes of Vanilla leaders. Be sure to ask if any one is still confusing you because I might know what it means after working on a custom leaderhead of my own. Good luck.
 
Gamestation, I looked at that page first of course, but there's hardly a thing in there. Only two of the tags are actually explained.

I am curious to see which tag controls how likely an AI is to aid me in my plea for military support (dogpile? not sure) and also general declaring war thresholds would be interesting. Also I think that the AI is often very much off in valuing techs--they'll withhold stuff that really doesn't matter and freely offer vital techs, but I think that's something that has to be adjusted either in the C++ code or in the xml files of those techs.
 
Gamestation, I looked at that page first of course, but there's hardly a thing in there. Only two of the tags are actually explained.

I am curious to see which tag controls how likely an AI is to aid me in my plea for military support (dogpile? not sure) and also general declaring war thresholds would be interesting. Also I think that the AI is often very much off in valuing techs--they'll withhold stuff that really doesn't matter and freely offer vital techs, but I think that's something that has to be adjusted either in the C++ code or in the xml files of those techs.

That dogpile attribute is never called in the SDK. Its possible its used in the EXE somewhere (source that hasn't been released) but I suspect its an unused attribute.
 
Gamestation, I looked at that page first of course, but there's hardly a thing in there. Only two of the tags are actually explained.

I am curious to see which tag controls how likely an AI is to aid me in my plea for military support (dogpile? not sure) and also general declaring war thresholds would be interesting. Also I think that the AI is often very much off in valuing techs--they'll withhold stuff that really doesn't matter and freely offer vital techs, but I think that's something that has to be adjusted either in the C++ code or in the xml files of those techs.

I did say that it would only be useful if you knew how the Vanilla leaders act. For example, if you knew that Ghandi is a lot less likely to go to war than Alexander, Genghis, or Montezuma, then you should know that a lower value in iMaxWarRand makes that person more likely to declare a war. In fact whenever you see something that refers to war and you see Ghandi at one extreme, you can assume that is the more peaceful extreme.

These two control the attitude thresholds for declaring war when you ask:
DeclareWarRefuseAttitudeThreshold
DeclareWarThemRefuseAttitudeThreshold

The first is the attitude you must be over with the leader.
The second is the attitude the victim must be at or under with the leader.
When both of these are met, then the leader will declare war provided that it is in the leader's interests (meaning there is no other things blocking the option such as another war).
 
Aaaah thanks! That's very useful!
 
That dogpile attribute is never called in the SDK. Its possible its used in the EXE somewhere (source that hasn't been released) but I suspect its an unused attribute.

What's this for then?

Spoiler CvTeamAI::AI_dogpileWarRand() :
Code:
int CvTeamAI::AI_dogpileWarRand()
{
	int iRand;
	int iCount;
	int iI;

	iRand = 0;
	iCount = 0;

	for (iI = 0; iI < MAX_PLAYERS; iI++)
	{
		if (GET_PLAYER((PlayerTypes)iI).isAlive())
		{
			if (GET_PLAYER((PlayerTypes)iI).getTeam() == getID())
			{
				iRand += GC.getLeaderHeadInfo(GET_PLAYER((PlayerTypes)iI).getPersonalityType()).getDogpileWarRand();
				iCount++;
			}
		}
	}

	if (iCount > 0)
	{
		iRand /= iCount;
	}

	return iRand;
}

Spoiler CvTeamAI::AI_doWar() :
Code:
void CvTeamAI::AI_doWar()
{
...
			else if (GC.getGameINLINE().getSorenRandNum(AI_dogpileWarRand(), "AI Dogpile War") == 0)
			{
				...
				if (eBestTeam != NO_TEAM)
				{
					AI_setWarPlan(eBestTeam, WARPLAN_DOGPILE);
				}
			}
 
Doh, you are correct. I believe I have been

owned12.jpg
 
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