Kael
Deity
Im actually more interested in the following right now:
These are the AI's main ways of planning large scale actions and they are largely unsuitable for FfH. For example the LAND_BLITZ option won't be selected unless the AI player has mobile anti-aircraft (it doesnt want to extend itself only to be chopped to bits by planes). Makes sense in vanilla but in FfH it means that the AI continually waits for air support before trying that strategy.
Im going through them right now, 0.32 has its own AI section of changes in the changelog. We are at the stage where that sort of work can begin.
I understand what you are saying about flavors, and we may end up there. But right now I need to get the underlying logic working the right way. Then I will get to the point of adjusting modifiers to fine tune.
Code:
#define AI_DEFAULT_STRATEGY (1 << 0)
#define AI_STRATEGY_DAGGER (1 << 1)
#define AI_STRATEGY_SLEDGEHAMMER (1 << 2)
#define AI_STRATEGY_CASTLE (1 << 3)
#define AI_STRATEGY_FASTMOVERS (1 << 4)
#define AI_STRATEGY_SLOWMOVERS (1 << 5)
#define AI_STRATEGY_CULTURE1 (1 << 6) //religions and wonders
#define AI_STRATEGY_CULTURE2 (1 << 7) //mass culture buildings
#define AI_STRATEGY_CULTURE3 (1 << 8) //culture slider
#define AI_STRATEGY_CULTURE4 (1 << 9)
#define AI_STRATEGY_MISSIONARY (1 << 10)
#define AI_STRATEGY_CRUSH (1 << 11) //convert units to City Attack
#define AI_STRATEGY_PRODUCTION (1 << 12)
#define AI_STRATEGY_PEACE (1 << 13) //lucky... neglect defenses.
#define AI_STRATEGY_GET_BETTER_UNITS (1 << 14)
#define AI_STRATEGY_LAND_BLITZ (1 << 15)
#define AI_STRATEGY_AIR_BLITZ (1 << 16)
#define AI_STRATEGY_LAST_STAND (1 << 17)
#define AI_STRATEGY_FINAL_WAR (1 << 18)
#define AI_STRATEGY_OWABWNW (1 << 19)
#define AI_STRATEGY_BIG_ESPIONAGE (1 << 20)
These are the AI's main ways of planning large scale actions and they are largely unsuitable for FfH. For example the LAND_BLITZ option won't be selected unless the AI player has mobile anti-aircraft (it doesnt want to extend itself only to be chopped to bits by planes). Makes sense in vanilla but in FfH it means that the AI continually waits for air support before trying that strategy.
Im going through them right now, 0.32 has its own AI section of changes in the changelog. We are at the stage where that sort of work can begin.
I understand what you are saying about flavors, and we may end up there. But right now I need to get the underlying logic working the right way. Then I will get to the point of adjusting modifiers to fine tune.