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  1. #1
    Laetus
    Join Date
    Mar 2009
    Location
    Houston, Texas
    Posts
    13

    Default First Post - Help With Naval Invasion Shot

    While going through DarthMod (nice work) I ran across these entries..

    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_AUXILIARY 0.1
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_FRIGATE 0.3
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_GALLEY 0
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_INVASION_FLEET 0
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_LINE_OF_BATTLE 0.5
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_MERCHANT 0
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_SPECIALIST 0.1

    It seems to me the AI balances it's type of fleet based on this and they all must add up to 1 (or 100%). I happen to be a programmer and I got into it by modding, so I love hacking for stuff. Unfortunately, the thing I don't have is time as I have two hard deadlines that barely allow me to play, much less test. I put this out there that perhaps, PERHAPS that making the invasion fleet for say .4 or .5 and balance the test, the AI might "get it". Something like this:

    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_AUXILIARY 0.1
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_FRIGATE 0.2
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_GALLEY 0
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_INVASION_FLEET 0.4
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_LINE_OF_BATTLE 0.1
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_MERCHANT 0.1
    default RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_SPECIALIST 0.1

    I would boost the merchant because it seems the AI puts only one or two merchant ships and ignores it afterward on trade outposts.

    I put this out there as a suggestion and hope someone "runs with it"

  2. #2
    No, that isn't a banana
    Join Date
    Aug 2004
    Location
    Ontario, Canada
    Posts
    5,216

    Default Re: First Post - Help With Naval Invasion Shot

    Ba-bump

  3. #3

    Default Re: First Post - Help With Naval Invasion Shot

    Quote Originally Posted by OTZ View Post
    Ba-bump

    added this to the darthod thread, plus the appropriate db file (main.pack, campaign_ai_personalities_junction)

  4. #4

    Default Re: First Post - Help With Naval Invasion Shot

    looks promising..

  5. #5
    No, that isn't a banana
    Join Date
    Aug 2004
    Location
    Ontario, Canada
    Posts
    5,216

    Default Re: First Post - Help With Naval Invasion Shot

    Ok, so the section noted above does impact the build priority for the AI, but it doesn't facilitate naval invasions at all. Even re-labelling ships to NAVAL_INVASION_FLEET is ineffectual.

    If you look in the behaviours db, you'll see that the AI has a whole whack of "behaviours" - and each are given a value. for example, there are things like CULL_EXCESS_UNITS, NAVY_ATTACK, NAVY_REPAIR...

    What appears to be missing is a beahviour rule for naval invasions. I'm not sure if this is key or not - but I even tried adding in a NAVY_INVASION_BEHAVIOUR line or NAVAL_INVASION_BEHAVIOUR. I didn't get a CTD, but I also didn't get a naval invasion for either.

    It would be nice to know if this is something that we can implement ourselves, or if it is hard coded.

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