Urgent: AI purchase, placement and amphibious noncombat
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Hi all
I hope i can reach some AI specialists out there.
I have 3 problems wich are frustrating and difficult to get information about and eventually get a workaround.1. AI amphibious non-combat transport
The AI seems either not to be able or willing to move the following unit by sea transport in non-combat. It moves it only by land.<attachment name="unitAttachment" attachTo="TrenchInf" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="attack" value="0"/> <option name="defense" value="3"/> <option name="movement" value="1"/> <option name="transportCost" value="3"/> <option name="isLandTransportable" value="true"/> <option name="canNotMoveDuringCombatMove" value="true"/> *(tested with and without construction addon) *<option name="constructionType" value="Trench"/> *<option name="maxConstructionsPerTypePerTerr" value="10"/> *<option name="constructionsPerTerrPerTypePerTurn" value="1"/> </attachment>Q1
Could be canNotMoveDuringCombatMove preventing the AI to perform normal amphibious non-combat moves with this unit ?It seems the only reason i can see. Eventually AA related problem.
This would be one rare instance of modding the game in which I would have to dismiss a whole simple unit concept. Because if i can do it, AI should do it aswell !2. AI construction placement
The AI is only placing constructions (like bunker) on territories containing a factory.Q2
Any idea of how to get AI placing a construction on territories without factory ?The only thing what i could think of is a rule thing going on or it is something about the tactical AI itself.
<property name="More Constructions with Factory" value="true" <property name="More Constructions without Factory" value="true" <property name="Unlimited Constructions" value="false"3. Ingame: Debug -> Hard AI Settings -> AI Logging
->Efficieny values !?Gathered data from different basic unit example variations out of AI Logging to help reading:
Example land units (movement ignored: doesnt change Efficiency)A/D @ PUs = hitPointEfficiency - attackEfficiency - defenseEffieciency
1/1 @ 1 PU = 1.4 ---------------- 5.0 --------------- 5.0
1/1 @ 2 PU = 0.7 ---------------- 2.5 --------------- 2.52/2 @ 1 PU = 1.8 ---------------- 8.0 --------------- 8.0
2/2 @ 2 PU = 0.9 ---------------- 4.0 --------------- 4.01/2 @ 1 PU = 1.6 ---------------- 6.0 --------------- 7.0
1/1 @ 4 PU = 0.35 --------------- 1.25 ------------- 1.25
1/2 @ 4 PU = 0.4 ---------------- 1.5 --------------- 1.75I see a pattern, but........math is not my strength
Q3+++
How does the engine get to those numbers ?
Formula ? Code ?
Are those numbers in any way responsible for the purchase behavior of the AI ?
How and when does the AI take into account movement when purchasing units ?I hope someone can look into this
Thanks for reading
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