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Working method to give AI free armies while giving the player none, on random map

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  • #31
    Here are the biqs.
    1st for first save and 2nd for second save.
    Attached Files

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    • #32
      Interesting analsys, oh I still do not know how to extract the rules set just yet, unless I import it into blank and zip it?

      Anyway, now that you bring up unit movement, I realize that my modded units that the AI's use to fill up their armies often have movement of 3 or 4, or all-terrain 1, however sometimes 1 movement gladiators are loaded up.
      The Graveyard Keeper
      Of Creation Forum
      If I can't answer you don't worry
      I'll send you elsewhere

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      • #33
        Ya, we have and Leaders are worthless so far concerns having the AI make armies.

        Well, I do not believe the leader science 'feature' is functional.
        Last edited by Antrine; July 17, 2004, 05:00.
        The Graveyard Keeper
        Of Creation Forum
        If I can't answer you don't worry
        I'll send you elsewhere

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        • #34
          Maybe it depends which unit was loaded first.

          If fist loaded unit had movment of 1, all other units with have movement of 2 I guess.
          So you can get army with 1warrior and 2 Horsemen.

          But, as showed in other zip, if fist loaded unit already has movment of 2, AI will wait for units with movement of 3 to load in same army. That why there are no armies in second save.


          P.S.
          How to send the rules?
          Zip them, and then send them as attachment (like I did in my last attachment). I think that rar would work too.
          Last edited by player1; July 17, 2004, 05:07.

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          • #35
            This could also explain why in one my old debug game, Incas, the most advanced civ, had no active armies.
            It always added one Modern Armor into the armies, and since army gets movment of 4, it waits indefinelty for nonexistant unit with movment of 4.


            I guess this buggy things is some legacy code from original/PtW coding of armies.
            Probably Soren (Firaxis AI guy) intented that AI doesn't load
            slow moving units in army with mobile force.

            I guess that code line goes like this:
            Don't load a unit with lower movement then army into the army.
            Last edited by player1; July 17, 2004, 05:09.

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            • #36
              Which worked OK in PtW, since when you load unit with movment of 1 or 2, you aslo get army with movment of 1 or 2, not 2 or 3.


              [wishful thinking]
              Now, if only I could get to sorce-code to fix this...
              [/wishful thinking]

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              • #37
                Player1

                I see the Leader stats with a movement of 3, but the Army has a movement of 1, (I presume that is it's movement when empty). Once units get placed in the Army doesn't it take on the speed of the slowest unit?

                All Military academy does is increase the Army capacity to 4 and allow you to build them without Leaders, if I'm not mistaken.

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                • #38
                  Well, if you are right player 1 and I see no reason why you are not, then my particular modding of new units simply made me 'lucky' for I like long-range units on larger maps. So I have from the get-go many such units about.



                  OH, here it is in all it's glory! Let me know what you think, since it represents some eight months of work!
                  The Graveyard Keeper
                  Of Creation Forum
                  If I can't answer you don't worry
                  I'll send you elsewhere

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                  • #39
                    When first unit is loaded into the army it takes movment of slowerst unit in army +1.

                    So army loaded with warrior gets movment of 2.

                    Since "legacy" code doesn't allow adding another unit into the army (since army has movement of 2, wityh warrior 1), it won't add another unit into the army unitl Horsmen.

                    After adding Horsemen, it could still load more horsemen, since army will still have movment of 2 (due to warrior in army), so at at the end you get army with 1 warrior and 2 Horsemen.

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                    • #40
                      Ahh...

                      Army movement is another of those cases where the editor is not the only governing rule(s). Some built in inaccessible hardcoding is also being applied.

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                      • #41
                        Originally posted by Antrine
                        Well, if you are right player 1 and I see no reason why you are not, then my particular modding of new units simply made me 'lucky' for I like long-range units on larger maps. So I have from the get-go many such units about.
                        Well personnaly, I hope I'm wrong, since my interpretation of the rules makes armies with single Cavarly or Modern Armour non-loadable.

                        But I have not made too many testes, so if anybody finds some deviation from my hypothesis, feel free to post.

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                        • #42
                          Well, I have 'saved games' that sport dozens of loaded AI armies, and now that you mention all this, there is this particular odity that now strikes me as significate. Namely this, that all these armies are of 'mixed' units. I swear, I thought it was odd, but not figuring why the AI's never seemed to load the same two or three units in the same army!!
                          The Graveyard Keeper
                          Of Creation Forum
                          If I can't answer you don't worry
                          I'll send you elsewhere

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                          • #43
                            Well thanks for the evening guys!! It is very late in Washington State, so I will sign off for now. Nice job player 1!
                            The Graveyard Keeper
                            Of Creation Forum
                            If I can't answer you don't worry
                            I'll send you elsewhere

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                            • #44
                              I'm wondering if there is maybe some way to fool the AI concerning Armies by defining several different Armies in the editor, distinguished by Movement allowance.

                              For example,
                              Let's say the first empty army created is your standard vanilla empty army with a movement allowance of 1

                              Now, let's say we define Army2, Army3, and Army4, distinguished only by the movement allowance. Now the AI comes along and loads a unit into the vanilla army, making it, say an Army2.

                              Now, this army has a movement factor of 2 of course, but since we know it took a 1 movement factor unit, to create it, we set up a free upgrade path for it to switch back to an Army1, which we defined as having a movement allowance of 1.

                              I'm not sure if this wouldn't chain react, but it might be worth a shot.

                              Edit:

                              The downside is that an Army4 (movement of 4) would never exist, but that's a small price to pay to get the AI to load and use Armies.
                              Last edited by Gray_Lensman; July 17, 2004, 05:53.

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                              • #45
                                Originally posted by Antrine
                                Well, I have 'saved games' that sport dozens of loaded AI armies, and now that you mention all this, there is this particular odity that now strikes me as significate. Namely this, that all these armies are of 'mixed' units. I swear, I thought it was odd, but not figuring why the AI's never seemed to load the same two or three units in the same army!!
                                Exactly.
                                In fact you'll never find an army which has movement of 4, because there will never be an army filled with only units with movment of 3.

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