strategyonly
C2C Supreme Commander
The new migration animal events look real nice.
Does AI know that flammability is bad when it chooses what to build?major fire: ...
catastrophic fire: ...
Note: buildings destroyed will never be wonders (world, national, team) or buildings with a hammer cost of 0 (I hope that covers the myths, goods etc.)
do they? if so its easy to change to 1 or below.
The AI is supposed to weigh flammability as not good (if I understand correctly what was said in the flammability thread) and in the events is strictly told to always choose the expensive option.
edit: myths are -1 cost and the zero cost is the same as for the hurricane event, and I have never seen that destroy goods...
This is the current interface for retrieving the information from the property info:The AI XML schema is defined but not yet set up for eitehr flamability or crime, and the code in the AI is not yet implemented, so right now flammability is totally invisibel to the AI. I will address this before V19
int CvPropertyInfo::getAIWeight() const
{
return m_iAIWeight;
}
int CvPropertyInfo::getOperationalRangeMin() const
{
return m_iOperationalRangeMin;
}
int CvPropertyInfo::getOperationalRangeMax() const
{
return m_iOperationalRangeMax;
}
AIScaleTypes CvPropertyInfo::getAIScaleType() const
{
return m_eAIScaleType;
}
enum AIScaleTypes
{
AISCALE_NONE = -1,
AISCALE_CITY,
AISCALE_AREA,
AISCALE_PLAYER,
AISCALE_TEAM
};
This is the current interface for retrieving the information from the property info:
AIScale type is one of the following:Code:int CvPropertyInfo::getAIWeight() const { return m_iAIWeight; } int CvPropertyInfo::getOperationalRangeMin() const { return m_iOperationalRangeMin; } int CvPropertyInfo::getOperationalRangeMax() const { return m_iOperationalRangeMax; } AIScaleTypes CvPropertyInfo::getAIScaleType() const { return m_eAIScaleType; }
Both crime and flammability are currently set to AISCALE_CITY with a weight of -1 (meaning more is worse and the bigger the city the more important to deal with it).Code:enum AIScaleTypes { AISCALE_NONE = -1, AISCALE_CITY, AISCALE_AREA, AISCALE_PLAYER, AISCALE_TEAM };
Best you change that when you write the AI code. It is not used for anything else so you can change it to whatever you want.I haven't written the AI routines yet, but have been thinking about it. Can you set the default weights (or I will when I write the AI if you prefer) to -100 rather than -1 - the numbers are arbitrary until we have code that interprets and scales them, but I want room for small tweaks, which a 'normal' value of -1 doesn't give (+/-1 to -1 is a HUGE change, but +/-1 to -100 isn't)
No. It could pass silently because I didn't explore and reveal that terrain at the time of event. Like you never get rival events text message when you don't meet the civ in which they occur.
@ori
So what crime events are already in the game that we can work with for the crime values?
None really - some assorted bandit things for some tiles, but that is about it. I am really tempted to raid RiFE/FFH for their crime related events (they have a crime value for that also). Note: I will likely not be able to add any more events prior to the freeze, I am afraid. Both RL and the color/tag change I have undergone here mischief will keep me busy for a few days. I'll try to add more events after the freeze then.