Post 3: Movement Points.
The AI in MTW (and RTW) has major path-finding problems. One of the main reasons for slow AI expansion is the AI armies are constantly getting stuck trying to reach their targets.
I believe the main problem is simply that the path-finding calcs take too long when there's a lot of units to move in the AI turn so the game uses a strong path-finding method to find a route to a target up to one turn's worth of movement points away and if it hasn't found the target within that range then the ai switchs to a weaker but faster method of path-finding. Therefore increasing the army movement points increases the range the game uses the strong path-finding method for each AI each turn.
The downside is this can have a dramatic effect on the length of the AI turn to the point where the game becomes unplayable (at least to me) so there's a compromise to be made. Strict agent limits can help with this as the AI factions have a habit of clogging up the game spamming spies and other agents.
The default value for army movement is 80 movement points. What value to increase it to will depend on map size, scale, region density etc and will have to be found by trial and error and tested late game when the map is swarming with AIs. From previous testing with the vanilla map i think 120 is a good value so i'll go with that.
Modding Details
Step 1
Copy the vanilla descr_character.txt file from the vanilla mtw2 data folder and copy it to our mods/expansiontest/data folder.
Step 2
Open decr_character.txt and edit the values for movement points to be 120 for armies and 180 for admirals and agents:
Code:
starting_action_points 120 ; default value for all characters and pathfinding calculations
Code:
type named character
actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
wage_base 100
starting_action_points 120
Code:
type general
actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, exchange
wage_base 0
starting_action_points 120
and for the agents and admirals
Code:
type spy
actions moving_normal, spying
wage_base 100
starting_action_points 180
Code:
type admiral
actions moving_normal, quick_sail, blockade, disembark, exchange
wage_base 50
starting_action_points 180
repeat for all the others.
Effect
Run the ai-controlled tests and count the number of regions captured by the AI.
In my case the total was 139 which is a nice improvement over 102.
(20, 23, 27, 23, 23, 23)
Increasing the base movement points will give the biggest improvement for the least modding effort.
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Next post: AIMovementBonus trait.