Worker auto ai adjustment

Xaos

Chieftain
Joined
Nov 21, 2009
Messages
22
Location
Orlando, FL
Hello,

Please forgive my noobness, but hopefully someone can help me find what I'm looking for.

How would I go about modifying the ai behavior for worker autobuild?

I would like to give it a top priority of cleaning miasma if the ability has been researched. The workers don't seem to ever want to clear it for me unless I control them manually.

Any help appreciated.

Thank you
 
Unfortunately, the worker AI is coded in the DLL, which we don't have the source code for yet, so it would be very difficult to modify. There are some hacks in lua you can use to influence the decisions, but those are kludgy and can often have unintended consequences to the AI's performance.
 
That said, there are still a few values in GlobalAIDefines.xml that you can fiddle around with to see if you can get the desired effect. The parameters you want to look for all begin with "BUILDER_TASKING", so they should be easy to find.
 
Unfortunately, the worker AI is coded in the DLL, which we don't have the source code for yet, so it would be very difficult to modify. There are some hacks in lua you can use to influence the decisions, but those are kludgy and can often have unintended consequences to the AI's performance.

they really need to unlock the dll, all I feel is restriction when it comes down to simple things such as this when we could use it for major mods, and since I wish to see this game thrive with total conversion mods out there available for the masses, this is an enemy for modders, the ridiculous hard-coded dll that developers don't want us to touch for some unknown reason, just what killed total conversions and uniqueness in Civ 5.
 
they really need to unlock the dll, all I feel is restriction when it comes down to simple things such as this when we could use it for major mods, and since I wish to see this game thrive with total conversion mods out there available for the masses, this is an enemy for modders, the ridiculous hard-coded dll that developers don't want us to touch for some unknown reason, just what killed total conversions and uniqueness in Civ 5.

To be fair they waited almost a year before releasing the civ 4 DLL and that went fine. I think the problem with civ 5 was lack of modder interest, not lack of technical possibilities.
 
they really need to unlock the dll, all I feel is restriction when it comes down to simple things such as this when we could use it for major mods, and since I wish to see this game thrive with total conversion mods out there available for the masses, this is an enemy for modders, the ridiculous hard-coded dll that developers don't want us to touch for some unknown reason, just what killed total conversions and uniqueness in Civ 5.

This is just unfair criticism when you consider that very few other developers ever release source code period.
 
To be fair they waited almost a year before releasing the civ 4 DLL

But two years (Sept 2010 to Oct 2012) to release the Civ V DLL
 
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