Napoleonic Wars

my pleasure, gents. and the raison d'être is a MUST across the board for all classes of units. it is as close as we can come to dummy-proofing it for the AI :)

there are some ways around that issue you're having NUC. autoproduction is one but streamlining the unit lines is probably the best way to go imho.

If I understand this correctly, the AI will build a unit based on its different capabilities. So does that mean all things being equal, if one unit has only higher movement rate, or a higher hp, or a higher rate of fire, the AI will choose that unit rather than the other to build. Does the AI have a priority of defensive characteristics over offensive or visa versa. Is there a logic to the AI's selection process?
 
I think, after rereading El Justo's post several times, that the AI makes unit selection based primarily on the advantages the unit offers, units available and, the cost to build the unit.

It seems to me the lesson is that for the AI to build a diversity of units, the designer must create a situation where it is a necessity for the AI to build different units. In AoI, El Justo has done this by, as he said, creating "distinct resource access areas," lowering unit costs and giving the AI the task of transporting treasure units (which forces the AI into building transports and escorts).

Example: the British Footguard is 7.5.1 @ 150 shields. The British Line Infantry is 6.5.1 @ 130 shields. The 20 shield difference offers no incentive to the AI to build the Line Infantry.

Question to El Justo: Do HP bonuses have any significant affect on AI building trends?
 
yeah, HP have a value to the AI. i think the point would be to arrange those Brit foot units where one has the dominant attack value while the other is dominant in defense. this is their raison d'être. and the AI will build both, i promise :) shield value should be the same though for both - or close in value depending whether you would want to emphasize (ie cheaper) offense or defecne or none...a mounted unit could be introduced into the mix too w/ less total HP (at least 1, preferably 2) than the foot units, a defense value lower than both of the foot units, but a higher attack value + blitz (extra mvmt pts too).
 
yeah, HP have a value to the AI. i think the point would be to arrange those Brit foot units where one has the dominant attack value while the other is dominant in defense. this is their raison d'être. and the AI will build both, i promise :) shield value should be the same though for both - or close in value depending whether you would want to emphasize (ie cheaper) offense or defecne or none...a mounted unit could be introduced into the mix too w/ less total HP (at least 1, preferably 2) than the foot units, a defense value lower than both of the foot units, but a higher attack value + blitz (extra mvmt pts too).

I thought that is what you meant and of course we influence that by selecting AI offense or defense in the editor. What happens when you select both offense and defense. which will the AI differ to?
 
Nope, I got the same error.

I'm still getting a crash at 30% too. But the path mine is looking in is "Scenarios\Napoleonic Wars V1.02\" and the error isn't for the Naval Academy anymore, but rather the Spanish Academy.
 
I'm still getting a crash at 30% too. But the path mine is looking in is "Scenarios\Napoleonic Wars V1.02\" and the error isn't for the Naval Academy anymore, but rather the Spanish Academy.

I am in the process of uploading a new main file. this will take several hours. will post it on the main page when it is complete. You need Napoleonic Wars Ver1.03

Once this main file is uploaded, you should not need to download it again as I am not planning to add any more art files or buildings etc. From this point on all changes will be in either the Biq file or the pediaicon file and civiopedia only.
 
I am in the process of uploading a new main file. this will take several hours. will post it on the main page when it is complete. You need Napoleonic Wars Ver1.03

I downloaded V1.03 but I for some reason its still looking in V1.02.
 
I downloaded V1.03 but I for some reason its still looking in V1.02.

check the biq file in the editor. look in the scenario screen, senario properties. Where it says scenario search folders: make sure it says Napoleonic Wars V1.03. Do you have the file folder Napoleonic Wars V1.03 in the conquest/scenarios folder?
 
check the biq file in the editor. look in the scenario screen, senario properties. Where it says scenario search folders: make sure it says Napoleonic Wars V1.03.

That did it. V1.03 up and running.

Are there any units that are able to be conscripted? Perhaps some sort of local defense force unit.
 
That did it. V1.03 up and running.

Are there any units that are able to be conscripted? Perhaps some sort of local defense force unit.

He He sometimes the simplest answer solves the prblem. Well the new main file will be posted in a few minutes.

To answer your question about conscipts . . .I don't know. I haven't gotten to that yet, but I'll put it on the list.
 
...What happens when you select both offense and defense. which will the AI differ to?
yeah, those AI Strategy flags are essential and the AI uses them, i think, as the main determinants for what to build. i flagged a bunch of units w/ both the Offense and Defense flag and never really saw any real differences. i mean, there are more than one unit that have, say, the offense flag or defense flag. i guess cost and HP values come into play here but you can have multiple units w/ the same AI strategy flag afaik.
 
yeah, those AI Strategy flags are essential and the AI uses them, i think, as the main determinants for what to build. i flagged a bunch of units w/ both the Offense and Defense flag and never really saw any real differences. i mean, there are more than one unit that have, say, the offense flag or defense flag. i guess cost and HP values come into play here but you can have multiple units w/ the same AI strategy flag afaik.

Thanks again El Justo for taking the time to answer my questions. You have been a great help, and your comments/advice is much appreciated.
 
Do you plan to keep all units available in the European overseas territories or limit them to only building colonial units? I realize that regular army troops were used by the colonial powers overseas, however these troops had to be 'imported'.
 
Do you plan to keep all units available in the European overseas territories or limit them to only building colonial units? I realize that regular army troops were used by the colonial powers overseas, however these troops had to be 'imported'.

This is another good suggestion. I think we should go with colonial type units in the colonies For the british. There are several readily available. We can select comparable units from the other civs and designate them as colonial units. Give me some suggestions. I am working on the wonders now and will be working on city improvements next. So if you can work on the units that would be a great help.
I can make a colonial barracks and use that as a requirement to build the colonial units. For regular units we can use a strategic resourse.
 
not sure if it's realized or not but you can't set a building as a pre-req for the actual construction of a unit (assuming that it's not autoproduced). it's resources only (and certain civs).

if the brits get colonial infantry units then i would imagine that the other colonial civs should get them too. no? only fair imho :) of course, if you want to tease out some differences in the colonial unit lines then that is fair (ie higher costs for crappier colonial units, differentiation in a/d values, hp allotments etc). granted, having colonial units like this...would require isolation of resources which takes some arranging in the biq file to assure that the phantom resource bug does not appear.
 
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