iAIWeight parameter

kiwitt

Road to War Modder
Joined
Jan 11, 2006
Messages
5,620
Location
Auckland, NZ (GMT+12)
I am considering using the "iAIWeight" in my unit XML file. According to http://civ4.wikidot.com/xml:civ4unitinfos "iAIWeight = Makes the AI favour the Unit (if positive), and disfavour it (if negative)".

These are the settings I am considering for my RTW Mini-Mod

Code:
Early Infantry = AIWeight 70
Improved Infantry = AIWeight 80
Advanced Infantry = AIWeight 90
Modern Infantry = AIWeight 100
Marines = AIWeight 10
Paratroops = AIWeight 5

Tank = AIWeight 10
Light Tank = AIWeight 40
Heavy Tank = AIWeight 20
Super Heavy Tank = AIWeight 5
Modern Tank = AIWeight 50

Artillery = Corps HQ Support - AIWeight 5
Heavy Artillery = Army HQ Support - AIWeight 3

Destroyer = AIWeight 20
Submarine = AIWeight 15
Landing Craft/Merchant Ship = AIWeight 12
Cruiser = AIWeight 10
Aircraft Carrier = AIWeight 2
Battleship = AIWeight 1

Fighter = AIWeight 10
Bomber = AIWeight 5
Improved Fighter = AIWeight 8
Improved Bomber = AIWeight 4
Jet Fighter = AIWeight 6
Jet Bomber = AIWeight 3
i.e. big numbers

or should I do it this way

Code:
Early Infantry = AIWeight 2
Improved Infantry = AIWeight 1
Advanced Infantry = AIWeight 1
Modern Infantry = AIWeight 1
Marines = AIWeight -1
Paratroops = AIWeight -2

Tank = AIWeight -1
Light Tank = AIWeight 1
Heavy Tank = AIWeight 0
Super Heavy Tank = AIWeight -1
Modern Tank = AIWeight 1

Artillery = Corps HQ Support - AIWeight -2
Heavy Artillery = Army HQ Support - AIWeight -2

Destroyer = AIWeight 2
Submarine = AIWeight 1
Landing Craft/Merchant Ship = AIWeight 0
Cruiser = AIWeight -1
Aircraft Carrier = AIWeight -1
Battleship = AIWeight -2

Fighter = AIWeight 1
Bomber = AIWeight 0
Improved Fighter = AIWeight 1
Improved Bomber = AIWeight 0
Jet Fighter = AIWeight 1
Jet Bomber = AIWeight 0
i.e. small numbers
 
I'd say start with small and see what the AI does. A lot of changing values like this comes with trial and error to really get it right. If your using it within RtW use the AutoAI function to quickly test results; Shft + Ctrl + Z (or X or C or V for longer runs) I suggest using Shft + Ctrl + X, its long enough to see some results, and if you want more just do it again.
 
If the guy is smart enough to have a Colts logo as his avatar, his advice must be right. :D :goodjob:
 
heh.. the stupid chargers always ruin my colts.. if they woulda beat the chargers it would be colts vs cards tomorrow. ***sigh*** the chargers weren't even a good team. oh well, we maybe have another year or two but if we don't win again by then, it'll be another 15 years.
 
The Chargers beat us last year, but the refs beat us this time around. I like to think we could have three or four more shots, but I'm an optimist when it comes to the Colts. It will be hard to win it all next year, with a rookie head coach. But I'm still hopeful.

I wish I lived in Indy, I'm a fanatic. The only time I see them is when they get to Minneapolis. This year's game was great, but the last time they played there was also the last game Manning didn't start... seriously. Not such a great gane that time, but the loss guaranteed us the pick. ;-)
 
This parameter was really ineffective - chose instead to use the UnitClass file to limit unit numbers
 
To use this value real effectively, activate chipotle, then hold your mouse over units in the city Build Order selection screen. It will tell you the numeric value that the AI assigns to that unit for each possible job. iAIWeight will add to every one of those values directly, and the computer will (tend to) build the highest number available for any job which they are seeking to fill a position for.
 
I have added it to the Civ ... .ini and my Mod .ini and still not go.
 
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