I'm supposing that UnitAi meaning, and especially the way the AI shuffles through them, has been modified by Tholal.
So I have a question:
I found this, here:
is it still true ?
When does the AI change from the default unitAI to another one ?
What is the impact of having an unitAI on board ?
Is there a way to add an unitAI when a promotion is given ?
(like melee sucks against archer, but with coverI-III it becomes a good counter unit.... does the AI knows to use the unitAI_counter in that case only ?)
I moded that archers get -25% city attackn but flaming arrows give +35% for a total of +10%. ARchers become then 5str 10%CA, 15%withdrawal : better than unpromoted bronze axeman.
I want the AI to use those flaming arrows archers to attack cities..
But I don't want the AI to think archers without flaming arrows are useful against cities.
should I put UnitAI_Attack_City on archers ?
If I do it, will the AI think that it can plan a city attack with only archers ? (which don't have yet flaming arrows) ?? if yes it is a big NOGO.
is there a way that this UnitAI_Attack_City tag is only available to units with flaming arrows ?
So the AI will not plan to tech to flaming arrows archers when it plans to attack cities, but IF/WHEN it get flaming arrows archers, it will not hesitate to get them into cityattack stacks.
etc.
thanks in advance...
So I have a question:
I found this, here:
Spoiler :
fulano said:UNITAI_ANIMAL: Animal, explores and attacks, avoids culture
UNITAI_SETTLE: Settler, use this to create settlements
UNITAI_WORKER: Worker, use this to improve terrain
UNITAI_ATTACK: Use this to attack other units
UNITAI_ATTACK_CITY: Use this to attack cities
UNITAI_COLLATERAL: Use this to cause collateral to wear down stronger units
UNITAI_PILLAGE: Use this to destroy improvements
UNITAI_RESERVE: Build this unit when nothing else is immediately needed (build lots of them)
UNITAI_COUNTER: Use this unit to protect against specific units
UNITAI_PARADROP: This unit can paradrop (when does the AI use this?)
UNITAI_CITY_DEFENSE: Use this to defend cities
UNITAI_CITY_COUNTER: Units with bonuses against others that are to defend cities.
UNITAI_CITY_SPECIAL: Leave this unit in cities (like machine guns)
UNITAI_EXPLORE: Use this for exploring
UNITAI_MISSIONARY: Used to spread religion
UNITAI_ATTACK_AIR: Air unit used for attacking
UNITAI_DEFENSE_AIR: Air unit for defending against air units
UNITAI_CARRIER_AIR: Use to fill carriers
UNITAI_MISSILE_AIR: AI for missiles
UNITAI_ATTACK_CITY_LEMMING: Use to attack cities, ignoring combat odds. (Used for barbarian revolt events)
UNITAI_ICBM: Use for nukes
UNITAI_SPY: Use as a spy.
UNITAI_ATTACK: General purpose; unit prioritizes joining an attack stack, but also may wander off on search and destroy/explore, sit in a city and defend it, etc.
UNITAI_ATTACK_CITY: Join an attack stack -> If in an attack stack, lead assault on a city once the AI decides the stack should attack a city
UNITAI_COLLATERAL: Similar to UNITAI_ATTACK_CITY, but may also attack enemy stacks in the field
UNITAI_PILLAGE: Causes unit to wander off by itself into enemy territory and pillage stuff
UNITAI_RESERVE: Primary use - Floating defenders to shuffle around between threatened cities. Also is a priority UNITAI type for the AI to change if it needs units of another type (the AI will frequently change reserve units to attack units once it starts warplans, for instance)
UNITAI_COUNTER: Join an attack stack -> if in stack may leave stack to attack adjacent tiles with enemy units
UNITAI_CITY_COUNTER: Same as UNITAI_COUNTER, but for cities instead of stacks
UNITAI_PARADROP: Hold in reserve and drop into enemy territory; very similar to UNITAI_PILLAGE, except units drop deep into enemy territory
UNITAI_CITY_DEFENSE: Defend a city, never leave the city
UNITAI_CITY_SPECIAL: Basically the same as UNITAI_CITY_DEFENSE, except the AI deprioritizes this type if a city already has a defender of this AI type, meaning that the AI in unmodded BtS, the AI only ever builds a single machine gun in it's cities
UNITAI_EXPLORE: Wander around prioritizing terrain that hasn't been revealed until unit is killed
UNITAI_ATTACK_AIR: Air Unit used for bombing
UNITAI_CARRIER_AIR: Similar to UNITAI_ATTACK_AIR, but prioritizes filling up carriers
UNITAI_ATTACK_CITY_LEMMING: beeline enemy cities and Suicide against enemy units
UNITAI_ICBM: Hold unit, and then launch when at war
UNITAI_SPY: Basic spy AI (prioritize going into enemy territory and running spy missions - In base BtS this is purely random, with the spys basically wandering around and rolling dice, in BBAI the spys prioritize high value missions and improvements)
UNITAI_WORKER_SEA: Build sea improvement, if none is available explore
UNITAI_ATTACK_SEA: Basic sea AI, wander around the oceans in search and destroy mode, join a stack, etc
UNITAI_RESERVE_SEA: Similar to UNITAI_RESERVE except for sea units
UNITAI_ESCORT_SEA: Join a stack
UNITAI_EXPLORE_SEA: Wander around the oceans prioritizing moving into unexplored territory until unit dies
UNITAI_ASSAULT_SEA: Transport land units for sea assault, launch when a sufficient assault stack is ready; forms core of water domain stacks
UNITAI_SETTLER_SEA: Ferry settlers and workers over water tiles
UNITAI_MISSIONARY_SEA: Ferry missionaries over water tiles
UNITAI_SPY_SEA: Ferry spys over water tiles
UNITAI_CARRIER_SEA: Be a mobile air base for UNITAI_CARRIER_AIR units
UNITAI_MISSILE_CARRIER_SEA: similar to UNITAI_CARRIER_SEA but for missiles
UNITAI_PIRATE_SEA: Wander around pointlessly, sometimes run a blockade if the die roll tells you to and you are in enemy territory
When does the AI change from the default unitAI to another one ?
What is the impact of having an unitAI on board ?
Is there a way to add an unitAI when a promotion is given ?
(like melee sucks against archer, but with coverI-III it becomes a good counter unit.... does the AI knows to use the unitAI_counter in that case only ?)
I moded that archers get -25% city attackn but flaming arrows give +35% for a total of +10%. ARchers become then 5str 10%CA, 15%withdrawal : better than unpromoted bronze axeman.
I want the AI to use those flaming arrows archers to attack cities..
But I don't want the AI to think archers without flaming arrows are useful against cities.
should I put UnitAI_Attack_City on archers ?
If I do it, will the AI think that it can plan a city attack with only archers ? (which don't have yet flaming arrows) ?? if yes it is a big NOGO.
is there a way that this UnitAI_Attack_City tag is only available to units with flaming arrows ?
So the AI will not plan to tech to flaming arrows archers when it plans to attack cities, but IF/WHEN it get flaming arrows archers, it will not hesitate to get them into cityattack stacks.
etc.
thanks in advance...