AI Disbanding Units

Darkhour

Warlord
Joined
Nov 15, 2005
Messages
165
Location
Melbourne, Australia
A question for anyone who can answer it, does the AI disband units and if so, what are the prerequisites for doing so? Can these be altered and modded?

I basically want to look at/mod the rate, and or position the AI is in, before it disbands units i.e. to save money.
 
I have not seen anything related to it and would guess the mechanic is absent or at best only accessible through the source code (which we still can't mod).


cheers Iceco, but thats not the answer i was looking for damnit!.. anyone else seen anything or confirm this?
 
I've scanned the XMLs for "disband" and have only found following line about disbanding and the AI.

Code:
		<Row Name="AI_CAN_DISBAND_UNITS">
			<Value>1</Value>
		</Row>
That at least indicates that the AI is allowed to disband. Where, how, when? No idea...
I have never done a test run so far ruining the AI financially enough to make it disband its units. It rather does kamikaze runs anyway to waste them before anything like that happens.

I can't say much about vanilla games because I play only with Thal's Balance Mods but as far as I remember many AI Civs often sit on hordes of treasures in the thousands and don't know what to do with it.
I wouldn't bother much about saving money. Forcing the AI somehow to do more often financial actions would be much more useful.
 
I've scanned the XMLs for "disband" and have only found following line about disbanding and the AI. ...

cheers mentos.. I've searched high and low but only found whats contained in the globaldefines with the above "AI_CAN_DISBAND_UNITS" which afaik enables or disables the ai from disbanding units, and

<Row Name="DEFICIT_UNIT_DISBANDING_THRESHOLD">
<Value>-5</Value>

which afaik tells the AI to disband units when their gold income drops to -5 per turn. This though is confusing because apparently when the treasury drops to 0 and income in the negative, tech research drops 1:1 for every gold in the negative. Apparently units are only periodically disbanded below this threshold and they can still 'produce' more units despite civs running at massive gold deficit per turn!

So the idea is to try and find out what the mechanic is behind the periodic disbanding and how this corresponds with the tech decrease as well. I'm trying to see if a mod i want to put together is feasible to do. Finding out how disbanding works and seeing whether or not we can circumvent the tech decrease and go straight to disbanding would go a long way..!
 
you can use lua to scrap away crap AI units. the biggest hurdle will be to come up with the right formula in determining how and when a unit is to be disbanded. depending on the AI to disband so you can achieve a certain goal is a bad idea, best to take control and just do these kind of things yourself
 
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