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Land Resupply algorithm

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   aiCLR_WinterQuarters      = 1;    // if true, in winter the CLR triggers all the time;
   aiCLR_WinterQuarters      = 1;    // if true, in winter the CLR triggers all the time;
 +
                                      [the Faction WILL seek Winter Quarters]
[[Category:Definitions]]
[[Category:Definitions]]
[[Category:AI Modding]]
[[Category:AI Modding]]

Latest revision as of 14:46, 30 August 2012

This algorithm is used to determine for each land stack if it must seek resupplying.

A note of importance, it also deals with 'Winter Quartering'. 

These parameters are exported at the faction level, not at the global level: It means that they can potentially be different for each Faction.

You must use AI.SetParams to change them.

Default values, if nothing is parametrized, and their explanation.

 aiCLR_LocalDistance        = 3;    // Seeking distance, short (keep it low)
 aiCLR_StdDistance          = 5;    // Seeking distance, medium (fallback category will be all theater)
 aiCLR_AutonomyStd          = 150;  // 1.5 turns of autonomy trigger resupply want
                                       (note: as units have 2 turns without wagons, 1.5 is good)

 aiCLR_AutonomyHarsh        = 100;  // + 1 turn if weather in start region is Harsh
 aiCLR_AutonomyVHarsh       = 250;  // Same but if weather is very harsh
 aiCLR_AutonomyNoGrowth     = 75;   // + 0.75 turn if the turn is a "WinterIsComing / NoGrowth"  turn
                                         (winter is closing or we are in winter)

 aiCLR_AutonomyNoSupply     = 100;  // + 1  turn if weather is harsh or VHarsh AND there is 0 Supply Unit
 aiCLR_AutonomyNoCloseGoal  = 75;   // +0.75 turn if there is no supply location within short seeking distance
 aiCLR_BigCity              = 7;    //  This level or higher of city = we don't move at all
 aiCLR_BigGroup             = 8;    // If that much CP, we can seek slightly further for resupplying
 aiCLR_SupplyPerc           = 90;   // If 90% or better supply, 90% or better cohesion AND
 aiCLR_LoyMCPerc            = 60;   // 60% or better loyalty and 60% or better control, don't seek supply
                                        (abort others tests)

 aiCLR_WinterQuarters       = 1;    // if true, in winter the CLR triggers all the time;
                                      [the Faction WILL seek Winter Quarters]
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