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Thread: default AI behaviour states, what works, what doesnt?

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  1. #1

    Default default AI behaviour states, what works, what doesnt?

    from another thread:

    balanced - biasses towards growth, taxable income, trade level bonusses (roads), walls and xp bonus buildings

    religious - biasses towards growth, loyalty, taxable income, farming, walls and law

    trader - biasses towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

    comfortable - biasses towards growth, farming, games, races, xp bonus and happiness

    bureaucrat - biasses towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

    craftsman - biasses towards walls, races, taxable income, weapon upgrades, xp bonusses, mines, health and growth

    sailor - biasses towards sea trade, taxable income, walls, growth, trade

    fortified - biasses towards walls, taxable income, growth, loyalty, defenses, bodyguards and law

    These biasses are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.

    These are then combined with a troop production personality, as follows:

    smith - exactly level

    mao - biased towards mass troops, light infantry

    genghis - biased towards missile cavalry and light cavalry

    stalin - biased towards heavy infantry, mass troops and artillery

    napoleon - biased towards a mix of light and heavy infantry, light cavalry

    henry - biased towards heavy and light cavalry, missile infantry

    caesar - biased towards heavy infantry, light cavalry, siege artillery


    the question is, what have you all found when changing the default states in desc_strat to work well?

    for instance, ive changed all factions with army build ai's that have artillary as a priority, combined with a change in price/buildtime and im seeing far fewer "all catapault" army's.

    however, im finding that in some instances, the type of economy/settlement bulid focus "seems" to have an influence on how aggressive an ai is as well - for instance, russia, with the build in desc_strat as Religious Smith, has been very, very passive after taking the innital rebel cities in every game ive used that setting..

    what are folks thoughts as to the "best" combinations for various factions?

  2. #2

    Default Re: default AI behaviour states, what works, what doesnt?

    i have generally found that, under 'smith' the ai is completely passive, i have changed all of my ai now, and after finding the game too easy on very hard mode, have just had my bottom soundly kicked.

    I generally tried to stick with what the factions would have been like, so for example Denmark is 'sailor mao', and now, playing as England, when before i was never invaded i have been greeted with a ridiculously large force from Denmark just by Nottingham!

  3. #3

    Default Re: default AI behaviour states, what works, what doesnt?

    furthermore is there any ai script for heavy/light infantry and missile infantry? cheers!

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