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  • Questions about strategies.txt

    I have a few (many) questions regarding strategies.txt. I'm a newbie in editing so I understood only a small fragment of the file. Anyway, here are some (many) questions about it; if you can answer any, please do. Thank you.

    What do the following lines mean/do:
    (I work from top to bottom through the file)

    MaxEvalTileImprovements
    TimeToFixRoads
    TimeToFixPollution
    FixPollutionThreshold
    RoadUtilityBonus
    ImproveProductionBonus
    ImproveGrowthBonus
    ImproveGoodBonus

    GOALS - how does priority work (when will a low priority goal be executed), what does MaxEval do, does MaxExec mean number of times per turn, 10 turns, game or something else?

    DistanceModifierFactor
    MinSettleScore - whaty defines the settle score?
    RushBuyThreatBonus

    SettlerUnitsCount
    etc...
    SpecialUnitsCount - do they set the number of units built per turn, game or something else?

    Advice
    PiracyMemoryTurns
    MaxPiracyEvents
    Inherit

    Various Questions
    • What file determines when a certain strategy is being used?
    • Can multiple strategies be used at the same time?
    • Some strategies do not list all the lines and codes; how are those missing fragments set when the computer uses that strategy?
    • If I want to add a new strategy, what should I then not forget (editing other files perhaps)?

    <font size=1 face=Arial color=444444>[This message has been edited by Floris O (edited January 10, 2001).]</font>
    Chickens are not gay!

  • #2
    MaxEvalTileImprovements
    don't know exactly but probably the max amount of tiles the ai changes per city per turn.
    TimeToFixRoads
    after this time(from time of destruction) any road that hasn't already been fixed will be
    TimeToFixPollution
    same again
    FixPollutionThreshold
    dunno
    RoadUtilityBonus
    Increases the amount of roads the ai will build although as stated in a different thread this doesn't work so well
    ImproveProductionBonus
    how likely the AI is to build city improvements thaty benefit production.
    ImproveGrowthBonus
    ImproveGoodBonus
    same again
    GOALS
    I dont know exactly but i assume that for each goal a random no. is picked if below the number for the goals e.g.: 109000 then the ai will implement that goal
    e.g.: Offensive/defensive
    SettlerUnitsCount
    each city will build x no. of settlers
    same for special units
    PiracyMemoryTurns
    how long an AI opponent will like you less for pirating one of his trade routes

    Q.What file determines when a certain strategy is being used?
    A.I thought it was in Strategies.txt but i'll check it for you.

    Q.Can multiple strategies be used at the same time?
    A.No(as far as i know) but it could be that the strategies e.g. Offensive/defensive are for single units i just dont know)

    Q.Some strategies do not list all the lines and codes; how are those missing fragments set when the computer uses that strategy?

    A.Either that strategy does not use that certain line or it uses default strategy.

    Q.If I want to add a new strategy, what should I then not forget (editing other files perhaps)?

    A.Haven't tried dunno.
    Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.

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    • #3
      Thanks for the information; it has been of great help. I don't know why, but I always seem to have difficulty understanding those Activision documents on the modification page, but I don't understand Activision on more issues to, for that matter .
      Chickens are not gay!

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