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Help understanding AI code

Discussion in 'Civ3 - General Discussions' started by Rifraf, Jun 6, 2018.

  1. Rifraf

    Rifraf Chieftain

    Joined:
    Aug 22, 2014
    Messages:
    7
    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.
     

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