Here are a few of the lines in strategies.txt that set the percentages of unit types that the AIs build. The problem is that there are only five of them, these three below for land units, and one each for sea and air units.
I think this explains why I never saw the AI build anything other than Submarines and Bombers in my beta games. (No Battleships or Destroyers, no Intercepters).
There are another set of categories for building a set number of settlers, transports and other special units, so that is why you see those units.
// Unit Percents must total to 1 (100%)
DefensiveUnitsPercent 0.15
OffensiveUnitsPercent 0.10
RangedUnitsPercent----0.15
Anyway, I tried adding new categories, but these "tokens" are hard-coded into the executable file, and if the game finds one in strategies.txt that doesn't match one in the exe file, then it crashes.
This was not how it was in Ctp1. Five categories for all conventional units is totally inadequate, unless the game looks at something else in deciding what to build.
What I need are instructions on how to add new categories to the game, either by modifying the exe file, or maybe something in slic.
Or, if an Activisioner could explain how the five categories are sufficient to provide a well-balanced AI force, I would be very interested to hear that as well.
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited December 02, 2000).]</font>
I think this explains why I never saw the AI build anything other than Submarines and Bombers in my beta games. (No Battleships or Destroyers, no Intercepters).
There are another set of categories for building a set number of settlers, transports and other special units, so that is why you see those units.
// Unit Percents must total to 1 (100%)
DefensiveUnitsPercent 0.15
OffensiveUnitsPercent 0.10
RangedUnitsPercent----0.15
Anyway, I tried adding new categories, but these "tokens" are hard-coded into the executable file, and if the game finds one in strategies.txt that doesn't match one in the exe file, then it crashes.
This was not how it was in Ctp1. Five categories for all conventional units is totally inadequate, unless the game looks at something else in deciding what to build.
What I need are instructions on how to add new categories to the game, either by modifying the exe file, or maybe something in slic.
Or, if an Activisioner could explain how the five categories are sufficient to provide a well-balanced AI force, I would be very interested to hear that as well.
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited December 02, 2000).]</font>
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