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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]