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It is here:
cai_task_management_system_task_generator_groups_generators_junctions
...but I think I went back to the decimal values for one reason or another.
"
Update: Dec 10, 2014 @ 9:53pm
Change XXVII.
-Reworked the AI personality priority system so that the spectrum is smaller, and thus the AI's actions are more abundant. There seemed to have been some manner of in-activity on the part of the AI before in the past update of this mod, but this has been corrected now.
"
https://www.dropbox.com/s/wlouacxgpyk9msx/cai_task_management_system_task_generator_groups_generators_junctions.zip?dl=0
As mentioned in the comments though, unfortuanately this knowledge is a lost art for me (5 years ago).
2.5 aggressive_with_regions_task_generator_group CAI_TMS_TASK_GENERATOR_DEFEND_ALLIED_TERRITORY and
0.1 aggressive_with_regions_task_generator_group CAI_TMS_TASK_GENERATOR_ATTACK_ALL_ENEMY_SETTLEMENTS
Naval_Supremacy was given:
0.1 naval_supremacy_task_generator_group CAI_TMS_TASK_GENERATOR_DEFEND_SEA_REGIONS
Is this a mistake or did it actually work opposite the way CA had it set up in Vanilla? Have you seen any documentation from CA about the upper and lower bounds of these fields?
I am asking because I am trying to build an ai mod that actually does something significant for Attila.
I don't recall what what "vanilla" had it set at anymore, but the values that are there are from experimenting. I mean you can see, while using this mod, that the upper "3" behavior is not done as often as the lower < 3 value behaviors. The AI becomes more active in general. So, I don't know if CA themselves misunderstood what their own programmers had designed here, and maybe that is why in Rome 1.0 the AI sat around and did nothing. I suspect so.
I have not seen any CA documentation on the matter. It was just trial and error.
I think if you take what I have done, and then expand on it in Atilla and experiment a big, then you will get what you want. In the end too, the AI priorities only serve to nudge the AI into making a decision. It is assumed that if all the situations don't apply, then the AI will do what does apply, only using the applicable situations in its comparison of priority levels, but who really knows (apparently some people even at CA don't know). Even having the AI do random things sometimes makes them look intelligent.
What I mean is, its not like these priority values make the AI smarter, it just attempts to focus them and keep them from being stagnant. Just keep in mind that is the basic goal here (beyond that, it is probably down to die rolls and relying on the programmed AI behavior routine). But I suppose this is relatively obvious...
I think it works the opposit in Attila/Warhammer. It seems the order is reversed in Attila and Warhammer. Numbers over 1 are encouraged tasks while 0.1 is low priority. Negative is actively discouraging dumb moves like resacking. 0.1 is for chasing non human horder armies. 1.5 is for attacking enemy forces.
It is almost as the Rome2 task management table is just an afterthought. You expanded it nicely here.
But can you comment on the values for Attila : 0.1 vs 1?
Unfortunately I cannot comment on the Attila values because I have never edited them there. The AI seemed generally active in it, so I suspect that they changed something significantly in it.
Well, you got me curious so for the past month I have been experimenting with reversing the AI priority. It seems like you might be right in your assumption that the priorities were backwards. Very strange, perhaps way back in version 1.0 it was backwards, and I replicated it.
Then again its hard to tell exactly what the AI is doing, these priorities basically just nudge the AI to do something and what they decide to do after that is up to the code level behavior, but it certainly *seems* to play better. I will continue to investigate. Thanks!
CAI_TMS_TASK_GENERATOR_RAID_RECENTLY_SACKED_SETTLEMENTS
CAI_TMS_TASK_GENERATOR_ATTACK_RECENTLY_SACKED_SETTLEMENTS
Then I give them a 2 instead of -2 to -5 and watch. That's my current plan. It takes at least 20 turns to see this in action in Attila.