6/11/2023 0 Comments Act of aggression modsthe results are significantly better than before, but I’m still not entirely happy with it. In the end in selectShrineBuildPlanPosition I made the search range into 1000 units, and made a linear falloff influence position of 1000 units as well with a 1000 point value. this was harder than I realized and I’m still not satisfied completely with the result. I wanted the ai to check for viable hunts spreading outwards from the main base, with priority on those closer to main base and a preference for jap monks over villagers. if anyone could explain them to me that would be great, because after hours of messing with them I’m still not certain on how they function. I knew the forwardshrine manager was awful and that I could make something much better, but as I dug deeper into influenceposition and kbUnitQuer圜reate I realized had I no idea how they worked. ctrl-z to go back, ctrl+shift+z to go forward when troubleshooting mistakes. Notepad++ with language set to c++ makes reading and modifying it significantly easier. expect a horde mode style relentless attack from the ai, but with significantly slower age up times. Just change the limits to 160 for each age in setMilPopLimit, and reduce the priority in the ageUpgradeMonitor rule. it now maxes out at 50 units for each age under maximum to ensure speedy age ups, but if someone wants to massively increase aggression you can. I actually reduced how aggressive the early ai can be by modifying the setMilPopLimit since I preferred a tech advantage over a larger military.
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