Hi,
As I don't have any network skills, I began to work on AI understanding, specially the unit movement.
There's some playtest commands (ie with a DEBUG executable) that are very useful to understand the units' movement.
(to activate them, use the 'Command enter alternate (playtest)' Bind and then write the code)
armytext : to see the unit's Goal on the screen. I enhanced the command to see the target's coords (X,Y)
(see thread altered sources)
god : to take on or off the 'fog of war'. useful to see what the other Civs are doing. Problem, when the fog of war is Off, the AI is able to 'see' all the map too and its behavior changes. So I usually toogle it Off at the end of each turn to see what's going on, and then toogle it On before pressing Enter.
celltext : to see a value of each mappoint (used by the Settlers to find a city place).
Here's a list of my observations :
- Chokepoint : On map with islands, a lot of units are affected to Goal Chokepoint (to protect a particular point on the map, with strategic interest). The problem is that some 'chokepoints' are bad chosen
- Squad problem : the AI don't seems to group the units that have the same goal: Each unit is considered as a single squad. the only case where the group seemes to work is when a settler needs protection. I'm working on an additional algorithm to group the unit with the same goal.
- Sea transport : the algorithm seems good : when a unit has to go on another continent, it get the nearest available transport and a rally point is automatically defined. sea assault with only one or two units is the consequence of the squad problem.
It would be good to implement an escort algorithm for the sea transport units (as it exists for settlers).
- threat calculation : problem with threat calculation : too many units are affected to the goal_defend, due to a very high threat value. that's why AI sometime has got a lot of units around its city (all are affected to the city defense).
I'll make a try with a 12-units limitation for one goal. For the moment, I didn't find the origin of the problem.
I don't know if anyone else is looking for the same improvements, any experience or help w'd be appreciated...
(for people that don't have the possibility to compile the source code and want to use the playtest commands,
it is possible to give them the compiled CivCTP_dbg.exe)
As I don't have any network skills, I began to work on AI understanding, specially the unit movement.
There's some playtest commands (ie with a DEBUG executable) that are very useful to understand the units' movement.
(to activate them, use the 'Command enter alternate (playtest)' Bind and then write the code)
armytext : to see the unit's Goal on the screen. I enhanced the command to see the target's coords (X,Y)
(see thread altered sources)
god : to take on or off the 'fog of war'. useful to see what the other Civs are doing. Problem, when the fog of war is Off, the AI is able to 'see' all the map too and its behavior changes. So I usually toogle it Off at the end of each turn to see what's going on, and then toogle it On before pressing Enter.
celltext : to see a value of each mappoint (used by the Settlers to find a city place).
Here's a list of my observations :
- Chokepoint : On map with islands, a lot of units are affected to Goal Chokepoint (to protect a particular point on the map, with strategic interest). The problem is that some 'chokepoints' are bad chosen
- Squad problem : the AI don't seems to group the units that have the same goal: Each unit is considered as a single squad. the only case where the group seemes to work is when a settler needs protection. I'm working on an additional algorithm to group the unit with the same goal.
- Sea transport : the algorithm seems good : when a unit has to go on another continent, it get the nearest available transport and a rally point is automatically defined. sea assault with only one or two units is the consequence of the squad problem.
It would be good to implement an escort algorithm for the sea transport units (as it exists for settlers).
- threat calculation : problem with threat calculation : too many units are affected to the goal_defend, due to a very high threat value. that's why AI sometime has got a lot of units around its city (all are affected to the city defense).
I'll make a try with a 12-units limitation for one goal. For the moment, I didn't find the origin of the problem.
I don't know if anyone else is looking for the same improvements, any experience or help w'd be appreciated...
(for people that don't have the possibility to compile the source code and want to use the playtest commands,
it is possible to give them the compiled CivCTP_dbg.exe)
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