TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
Well, don't think you can make an AI superior to human players just by changing those xml settings. The AI won't build many buildings anymore for example and would have horrible unit cost.
We should definately tweak those settings, like increasing the AI weight for collateral units. that's an important point.
Yes, the AI I created was propped up by the cost reductions of levels above noble. It should be reasonably threatening even on noble though, since it can gain steam and its targets will be soft.
UNITAI_COLLATERAL is a weird one ... they never join ATTACK_CITY stacks, which are the main offensive groups the AI sends out. They're one of the unit types considered as floating defenders, which is a fairly appropriate description. No one ever groups with them, so they move around alone and mostly stay in cities, waiting to hit incoming enemy stacks.
Siege units in offensive stacks always have the UNITAI_ATTACK_CITY type.
FWIW
I was referring to the unit class defined in the leaderhead XML, not the AI script used in-game. If that's what you meant too, it's worth noting should I try to do something that rigged again...apparently just the unit prob and aggression was enough.
Not a workable AI though for real games since it will always target the human on its continent every game...not very fun.