Blake,
I was wondering if you intended to work on the fort code at all in order to get the AI to build and use forts properly?
I have been working on the problem myself and I'd be happy to share my progress with you if you feel this is something worth adding to the AI.
In my mind forts require the following:
1st the AI must build competently - Choose chokepoints and hilltops, particularly on otherwise marginal terrain like dessert or tundra. Take into account any other terrain defense and yield modifiers such as being able to build forts without chopping forrests. Also, be more likely to build forts while at war and refrain from ever spamming forts.
I've made some good progress in this area. I have changed the improvement yeild methods to take into account the defensive modifier of an improvement and to add to that change while at war and subtract from that change if other forts are near by.
2nd the AI must man the forts - Adding to the Devensive missions and RetreatToCity missions helps in this area and I have done this. Also creating a bogus resource to guard and giving that resource a value to the AI will cause the AI to guard forts. The best way is probably to add both an AI type and a guard fort Mission. I have made partial progress in this area.
In conjunction with a simple Zone of Control python script that halts movement of incoming troops and perhaps causes some damage these AI changes are a lot of fun and are very useful. If a ZOC is assumed in the design of the AI, then the AI could be capable of building a line of control such that an enemy would need to sack a fort or go a long way around.
Let me know if you will be working on this type of thing and if you'd like to see what I've done thus far.
I was wondering if you intended to work on the fort code at all in order to get the AI to build and use forts properly?
I have been working on the problem myself and I'd be happy to share my progress with you if you feel this is something worth adding to the AI.
In my mind forts require the following:
1st the AI must build competently - Choose chokepoints and hilltops, particularly on otherwise marginal terrain like dessert or tundra. Take into account any other terrain defense and yield modifiers such as being able to build forts without chopping forrests. Also, be more likely to build forts while at war and refrain from ever spamming forts.
I've made some good progress in this area. I have changed the improvement yeild methods to take into account the defensive modifier of an improvement and to add to that change while at war and subtract from that change if other forts are near by.
2nd the AI must man the forts - Adding to the Devensive missions and RetreatToCity missions helps in this area and I have done this. Also creating a bogus resource to guard and giving that resource a value to the AI will cause the AI to guard forts. The best way is probably to add both an AI type and a guard fort Mission. I have made partial progress in this area.
In conjunction with a simple Zone of Control python script that halts movement of incoming troops and perhaps causes some damage these AI changes are a lot of fun and are very useful. If a ZOC is assumed in the design of the AI, then the AI could be capable of building a line of control such that an enemy would need to sack a fort or go a long way around.
Let me know if you will be working on this type of thing and if you'd like to see what I've done thus far.