total noob here neeed help for some adjustments to AI's values

eldarlmari

Chieftain
Joined
Jun 27, 2011
Messages
15
hi you modding pros out there, i have no experience with modding. i just hope to get help with makings some adjustments to:

1)chatiness- cos i find that they wont stop approaching me for all kinda 'already-rejected' proposals

2)reducing their flavor to launch nukes, like unless there's really a need for it. (the AI is now using it way TOO often

I am aware there's a mod out there 'no nukes', but i wanna keep nukes in the game,- just lessening the chances that the AI will resort to them.

3)If there is anything that can be done or value reduced, to increase the AI's flvor of building that offshore oil rig on that oil in the sea(they dont seem to care about the valueble oil resource(in the sea) at all)

4)if there is anything that could be done- to make the AI to only build carriers with aircraft stationed on them instead of massing them like destroyers or battleships

i have this 'modbuddy' thing but have no idea on how to use it. some forummers have mentioned the AI's behaviour is adjusted through a xml page. it would be nice if somebody can edit n paste that thing.

thank you n have a nice day


Moderator Action: Moved to the main forum.
Because the tutorials subforum is only for tutorials, not for questions ;).
 
Have you reviewed Kael's Modding Guide? If not, please do so immediately, because that'll teach you the basics on how to mod Civilization V.

1. Every leader has a value of "Chattiness". By lowering this, they should be less likely to approach you.

2. Every leader has an individual flavor value of "FLAVOR_NUKE". If you reduce this to 2 for every leader, there is a chance that they'll never build them (+/- 2 could mean they end up at 0) or rarely build them (a value of 4), so this should reduce the nukes.

3. You can't set an AI's flavor for individual resources, but you can set their flavor for NAVAL_TILE_IMPROVEMENT higher. This should help accomplish the goal you're looking for.

4. No. You can't change AI behavior.

A completed file will look like this:

Code:
<GameData>
 <Leaders>
  <Update>
    <Where PortraitIndex="LEADER_ATLAS"/> <!-- Every leader uses this atlas, so this'll affect them all... -->
    <Set>
      <Chattiness>2</Chattiness>
    </Set>
  </Update>
 </Leaders>
 <Leader_Flavors>
  <Update>
   <Where FlavorType="FLAVOR_NUKE"/>
   <Set>
    <Flavor>2</Flavor>
   </Set>
  </Update>
  <Update>
   <Where FlavorType="FLAVOR_NAVAL_TILE_IMPROVEMENT"/>
   <Set>
    <Flavor>2</Flavor>
   </Set>
  </Update>
 </Leader_Flavors>
</GameData>
 
ty for ur help. i'm reading on the guide now. so the line "<Where PortraitIndex="LEADER_ATLAS"/>" is alrdy set for all leaders? so does that mean i dont have to set the values 1 by 1 for every leader anymore?
 
ty for ur help. i'm reading on the guide now. so the line "<Where PortraitIndex="LEADER_ATLAS"/>" is alrdy set for all leaders? so does that mean i dont have to set the values 1 by 1 for every leader anymore?

Pretty much, that's why I chose it. The DLC leaders don't use that index, though, so you'd have to set them individually.
 
icic. ok here's what i did i copy n pasted everything exactly as u did here:

<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 1/3/2012 1:05:04 PM -->
<GameData>
<Leaders>
<Update>
<Where PortraitIndex="LEADER_ATLAS"/>
<!-- Every leader uses this atlas, so this'll affect them all... -->
<Set>
<Chattiness>2</Chattiness>
</Set>
</Update>
</Leaders>
<Leader_Flavors>
<Update>
<Where FlavorType="FLAVOR_NUKE"/>
<Set>
<Flavor>2</Flavor>
</Set>
</Update>
<Update>
<Where FlavorType="FLAVOR_NAVAL_TILE_IMPROVEMENT"/>
<Set>
<Flavor>2</Flavor>
</Set>
</Update>
</Leader_Flavors>


</GameData>
 
is this correct? does the spacing betwwen words matter? must it be exact? btw frm my observation, its atually easy to just change that digit to the value that im looking for-question is what's the maximum like 0= very low or nothing at all, if im correct
 
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