Generally, I'm not in favor of reducing the cost of a unit, because what you are doing then is also benefitting the player, allowing him to build more military himself.
But with the production adjustment in the diffDB file, that helps the AI have a bonus of whatever you want. Certainly not the ideal, but workable, and it was a good workaround.
As for unit selection, there are line of type in the strategies.txt file that breaks out the percentage of what the AI will build, so maybe tweaking those in conjuction with some creative relabeling of unit designations (calling a Knight a defensive instead of an attack or flanker unit in the units.txt file) will cause the AI to build more of them. You can also designate a higher level of devoted production for support costs in that file, allowing the AI to field an even bigger army without disbanding older troops, and raise the level of what the AI will tolerate for being in an 'At War' status. But these have to be balanced with the AI needing to maintain a growing infrastructure so it also does not find itself losing the tech war in the long term.
The one thing I would like to see fixed is the purely defensive stacking of the AI, especailly when faced with enemy units. I've seen 30-40 units parked outside of a city that I was attacking, and I was able to whittle down those forces without being counterattacked, before tackling the city. The AI had me seriously outgunned in numbers and could of taken out my stack if it employed a 1-2 punch, but it didn't do so. So I attacked, pulled back a bit and kept sending a steady stream of reinforcements.
And does anyone know what the Power Points line for each unit refer to in the Units.txt file? I do not have a clue on that one.
But with the production adjustment in the diffDB file, that helps the AI have a bonus of whatever you want. Certainly not the ideal, but workable, and it was a good workaround.
As for unit selection, there are line of type in the strategies.txt file that breaks out the percentage of what the AI will build, so maybe tweaking those in conjuction with some creative relabeling of unit designations (calling a Knight a defensive instead of an attack or flanker unit in the units.txt file) will cause the AI to build more of them. You can also designate a higher level of devoted production for support costs in that file, allowing the AI to field an even bigger army without disbanding older troops, and raise the level of what the AI will tolerate for being in an 'At War' status. But these have to be balanced with the AI needing to maintain a growing infrastructure so it also does not find itself losing the tech war in the long term.
The one thing I would like to see fixed is the purely defensive stacking of the AI, especailly when faced with enemy units. I've seen 30-40 units parked outside of a city that I was attacking, and I was able to whittle down those forces without being counterattacked, before tackling the city. The AI had me seriously outgunned in numbers and could of taken out my stack if it employed a 1-2 punch, but it didn't do so. So I attacked, pulled back a bit and kept sending a steady stream of reinforcements.
And does anyone know what the Power Points line for each unit refer to in the Units.txt file? I do not have a clue on that one.
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