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October 01, 2013, 03:20 PM
#1
db tables do not change recruitment behaviour
Hey all,
I tried to adjust the recruitment behaviour of the campaign AI, especially that of the barbarians, in order to get less slingers and more infantry/cav. in the respective armies.
I tried tweaking the following tables:
cdir_unit_balances_tables
campaign_ai_personalitiy_junctions_tables
cdir_military_generator_unit_qualities_tables
No single change I made to the respective values (i.e., increasing the worth of speramen and reducing the worth and recruitability of slingers) had a visible effect in the game. I tried it with Iceni and watched, how AI would build up its armies. Same as before 10 levy spearmen, 9 slingers. According to my adjustments, it should have build about 15 spear units and 5 (or less) slingers.
So: did I do something wrong or are the db's just
up like hell? CAn someone help me which values I need for my purpose?
Thanks.
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October 04, 2013, 01:41 AM
#2
Foederatus
Re: db tables do not change recruitment behaviour
exactly, we need to change this..but how?
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October 04, 2013, 08:49 AM
#3
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October 04, 2013, 10:43 AM
#4
Decanus
Re: db tables do not change recruitment behaviour
Just change the cdir_military_generator_template_ratios. Reduce the missile units ones.
The qualities are a mystery to me. It seems these values are considered by the AI as a weight over what missile, melee, cav, siege, etc. unit to train in that category given its current finances.
edit: there's a value that is given a value of "1" somewhere which seem to be a Boolean as to whether the AI is given random values to what to recruit or something. So, it is still possible for the AI to suddenly throw a full-stack of missile troops.
Last edited by GnaReffotsirk; October 04, 2013 at 10:54 AM.
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October 04, 2013, 10:43 AM
#5
Decanus
Re: db tables do not change recruitment behaviour
Auto-double post.
Papaya!
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October 05, 2013, 08:15 AM
#6
Re: db tables do not change recruitment behaviour
Well, I did that. Doesn't change a thing, anyway. After a small conversation with Darth Salad, I think it really has to do with missing alternatives for the AI to recruit. If I get it to work I'll give better barracks to a dummy AI faction and watch what happens.
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October 05, 2013, 09:22 PM
#7
Decanus
Re: db tables do not change recruitment behaviour
It worked for me, though I edited almost everything known that has to do with recruitment in the DB. And also, given the AI has upkeep and tax bonus in this version of my mod, perhaps it is able to consider retaining units considered expensive.
I had this thought after lowering the upkeep bonus, and seeing the AI retain 3 stacks of light troops and militia spearmen. Very cheap, almost costing 50% of its gross income.
I think it has something to do with costs. The alternative part comes with what buildings it produces. For example, an Italian one only has levy to produce. It will recruit those levies, when the AI is told it needs military units.
So, yeah, I suppose we both are seeing glimpses of how the AI works and perhaps be able to find the best way to have it recruit better further down the road.
Last edited by GnaReffotsirk; October 05, 2013 at 09:30 PM.
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