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  1. #1

    Default unit recruitment

    need clarification on how AI actually decides what units to recruit. Does it just fill slots with available money? Does it buy by cost efficiency to damage ratio? or what? I have heard the second before but When looking through the different .txt files i don't see anything that applies to that. can someone clarify

    thanks

  2. #2

    Default Re: unit recruitment

    bump, waiting for an answer still

  3. #3

    Default Re: unit recruitment

    The descr_strat file defines AI personalities and what types of units they tend towards recruiting. In general, the AI likes to recruit units with high stats. It's why you see lots of siege engines in AI armies (because the engines individually do a lot of damage even if they can't hit for beans), as well as elite units like knights. Similarly, they tend to keep recruiting units like armored sergeants because the sergeants have higher stats than later units like pikemen, despite the fact that pikemen/halberdiers will usually decimate earlier-era units. The AI doesn't consider whether a unit fights in ranks, etc. You can change its preferences by changing its "personality" and if you've got kingdoms, you can change the unit recruit priority offset in export_descr_units.

  4. #4

    Default Re: unit recruitment

    ok thanks for the reply hope to get ideas from you and sound you out a little.

    nah what i am working on is MWT2 not Kingdoms, So the Ai goes for stats and to offset its hungers for the better stats you would use the replenishment rates under building txt file to fine tune what the AI ultimatly will recruit, does that sound about right?

    so since each building has its tier level at higher tiers you could reduce say the armored sergents replenishment rates way down to force the AI to recruit the pike units.

    a human player is more likely going to recruit those higher end units anyway, at least I do.

    It breaks what would be a historical recruitment possiblity, but makes for a more historical recruitment by the AI ultimatly in the end

  5. #5

    Default Re: unit recruitment

    A lot of mods change unit availability depending on the building in question. It's not a bad way of working it, all things considered. By the late medieval period, advanced countries are fielding pikemen and halberdiers and the like rather than more primitive spearmen. The catch is deciding when to limit access to a particular type of unit and how much. What about units that fill specific roles that have no real replacements? Mounted sergeants are pretty early-tech units, but they're the only medium cavalry most European factions have access to. Would you eliminate them at some point? It's a tricky question.

  6. #6

    Default Re: unit recruitment

    ok good point, but i wasn't thinking of eliminating what would be their top tier unit whatever it maybe, but just reducing the lower tiered one.

    If their best is that lowered tier unit then by all means it would still be readily available, but if said faction has a better unit to field then more emphasis on that one while the older tier unit takes a reduction in its replenishment rate, but not eliminated. after all always need militia guards for the cities and castles

  7. #7

    Default Re: unit recruitment

    can some one tell my how to modify the recruit priority offset in kingdoms export_descr_units

    type Dismounted Knights Of Jerusalem
    dictionary Dismounted_Knights_Of_Jerusalem ; Dismounted Knights of Jerusalem
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Feudal_Knights, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    formation 1.2, 0, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 7, 5, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -2, 3, 2
    stat_mental 11, normal, trained
    stat_charge_dist 5
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 480, 140, 90, 70, 580, 4, 150
    armour_ug_levels 2
    armour_ug_models Dismounted_Knights_of_Jerusalem
    ownership jerusalem
    era 0 jerusalem
    era 1 jerusalem
    ;unit_info 11, 0, 17

    which line to change that the ai would whant it more or less?

  8. #8

    Default Re: unit recruitment

    no need now have figured it out

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