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Last edited by RubiconDecision; November 13, 2011 at 03:44 PM. Reason: Clarity
Log the ai stuff then change what it seems you need to change in descr_campaign_ai_db. That's how to mod CAI. It's not hard compared with BAI, descr_campaign_ai_db lists it's different settings and works like a script. So you just have to experiment with them.
Last edited by Taiji; June 02, 2011 at 08:01 AM.
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Last edited by RubiconDecision; November 13, 2011 at 10:20 PM.
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Last edited by RubiconDecision; November 13, 2011 at 10:20 PM.
You can have an AI label per faction and force them to behave in different ways towards each other.
There is also a script command for changing a faction's AI label.
Those 2 points create many many possiblities![]()
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Last edited by RubiconDecision; November 13, 2011 at 10:19 PM.
It's a part of Repman's coding for the "Dark Ages" feature for DLV years ago. Something I had to understand if I wanted to improve DLV's CAI.
Generally I don't find much time is spent during the AI update (It's a part of the processing that happens just before the player's turn). Making it read a lot more code might not even have a noticeable impact. But making it use code that makes the AI more active could cause slower turn times in general, I suppose.