Rifraf
Chieftain
- Joined
- Aug 22, 2014
- Messages
- 10
Greetings all. Longtime Civ 5 player here, but never registered. I mod another game called Star Trek Armada 2 and have some questions regarding the AI. I know that sounds odd, but the game engine used in Civ 3 was also used in Battlezone, Dark Reign and Start Trek Armada 1 and 2 and has a lot of similarities.
I'm hoping there is an AI guru here who may have knowledge of the AIP files in Civ 3. I can post the whole file if needed, but I'm looking for any insight into the following entries:
build_buildings_priority = 100.0;
build_troops_priority = 100.0;
seige_priority = 200000.0;
explore_priority = 30000.0;
attack_troops_priority = 200000.0;
attack_region_priority = attack_troops_priority/2;
settle_priority = 100000.0;
defend_priority = 90000.0;
perimeter_priority = 0.0;
chokepoint_priority = 10.0;
patrol_priority = 20.0;
harass_priority = 20.0;
bombard_priority = 20.0;
rustle_priority = 20.0;
expel_priority = 20.0;
sally_priority = 20.0;
retreat_priority = 20.0;
convert_priority = 20.0;
bioterror_priority = 20.0;
nanoattack_priority = 20.0;
pillage_priority = 20.0;
pirate_priority = 20.0;
counter_stealth_priority = 20.0;
counter_stealth_priority = 20.0;
bonus_food_priority = 20.0;
goody_hut_priority = 20.0;
defuse_mines_priority = 20.0;
enslave_priority = 20.0;
plant_nuke_priority = 20.0;
create_park_priority = 20.0;
underground_railway_priority = 20.0;
establish_embassy_priority = 20.0;
franchising_priority = 20.0;
assasinate_ruler_priority = 20.0;
steal_technology_priority = 20.0;
injoin_priority = 20.0;
incite_revolution_priority = 20.0;
cause_unhappiness_priority = 20.0;
nuke_city_priority = 20.0;
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
reform_city_priority = 20.0;
sue_franchise_priority = 20.0;
probe_wormhole_priority = 20.0;
build_end_game_object_priority = 100.0;
build_capitalization_priority = 100.0;
max_threat_raw_bonus = -1.0;
distance_from_home_priority_modifier = -1000.0;
distance_from_enemy_priority_modifier = 1.0;
max_chokepoint_raw_bonus = 500.0;
random_modifier = 100.0;
human_target_raw_bonus = 100.0;
defenseless_city_raw_bonus = 100.0;
fzbuild_priority_modifier = 1.0;
fzwonder_priority_modifier = 1.0;
fzfreight_priority_modifier = 1.0;
per_capita_modifier = 200.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
distance_from_unit_priority_modifier = -10.0;
better_unit_type_modifier = 200.0;
patrol_one_in_n = 10;
memory_rounds = 10;
memory_rounds_stealth = 2;
min_attack_matching_force_ratio = 1.5;
min_defense_matching_force_ratio = 1.0;
num_city_defenders = 1;
More specifically I really need to try and understand how the following affect the AI:
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
max_threat_raw_bonus = -1.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
From info I've found on other sites regarding these entries I can't understand why you would diminish the danger?
As to the danger_raw_bonus and threat_raw_bonus are those to add weight or incentive for the AI to determine what/where to attack?
As to the threat_proximity_modifier is that telling the AI to give more weight towards threat that is closer to it?
As to the max_misc_bid_bonus I have no idea?
Lastly, I think I've determined that persistence_modifier is something to do with when squads get assigned to a goal this is used to keep the same squad going back to the same goal or something?
I hope I've provided enough info and any assistance is appreciated.
I'm hoping there is an AI guru here who may have knowledge of the AIP files in Civ 3. I can post the whole file if needed, but I'm looking for any insight into the following entries:
build_buildings_priority = 100.0;
build_troops_priority = 100.0;
seige_priority = 200000.0;
explore_priority = 30000.0;
attack_troops_priority = 200000.0;
attack_region_priority = attack_troops_priority/2;
settle_priority = 100000.0;
defend_priority = 90000.0;
perimeter_priority = 0.0;
chokepoint_priority = 10.0;
patrol_priority = 20.0;
harass_priority = 20.0;
bombard_priority = 20.0;
rustle_priority = 20.0;
expel_priority = 20.0;
sally_priority = 20.0;
retreat_priority = 20.0;
convert_priority = 20.0;
bioterror_priority = 20.0;
nanoattack_priority = 20.0;
pillage_priority = 20.0;
pirate_priority = 20.0;
counter_stealth_priority = 20.0;
counter_stealth_priority = 20.0;
bonus_food_priority = 20.0;
goody_hut_priority = 20.0;
defuse_mines_priority = 20.0;
enslave_priority = 20.0;
plant_nuke_priority = 20.0;
create_park_priority = 20.0;
underground_railway_priority = 20.0;
establish_embassy_priority = 20.0;
franchising_priority = 20.0;
assasinate_ruler_priority = 20.0;
steal_technology_priority = 20.0;
injoin_priority = 20.0;
incite_revolution_priority = 20.0;
cause_unhappiness_priority = 20.0;
nuke_city_priority = 20.0;
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
reform_city_priority = 20.0;
sue_franchise_priority = 20.0;
probe_wormhole_priority = 20.0;
build_end_game_object_priority = 100.0;
build_capitalization_priority = 100.0;
max_threat_raw_bonus = -1.0;
distance_from_home_priority_modifier = -1000.0;
distance_from_enemy_priority_modifier = 1.0;
max_chokepoint_raw_bonus = 500.0;
random_modifier = 100.0;
human_target_raw_bonus = 100.0;
defenseless_city_raw_bonus = 100.0;
fzbuild_priority_modifier = 1.0;
fzwonder_priority_modifier = 1.0;
fzfreight_priority_modifier = 1.0;
per_capita_modifier = 200.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
distance_from_unit_priority_modifier = -10.0;
better_unit_type_modifier = 200.0;
patrol_one_in_n = 10;
memory_rounds = 10;
memory_rounds_stealth = 2;
min_attack_matching_force_ratio = 1.5;
min_defense_matching_force_ratio = 1.0;
num_city_defenders = 1;
More specifically I really need to try and understand how the following affect the AI:
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
max_threat_raw_bonus = -1.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
From info I've found on other sites regarding these entries I can't understand why you would diminish the danger?
As to the danger_raw_bonus and threat_raw_bonus are those to add weight or incentive for the AI to determine what/where to attack?
As to the threat_proximity_modifier is that telling the AI to give more weight towards threat that is closer to it?
As to the max_misc_bid_bonus I have no idea?
Lastly, I think I've determined that persistence_modifier is something to do with when squads get assigned to a goal this is used to keep the same squad going back to the same goal or something?
I hope I've provided enough info and any assistance is appreciated.