Epistolary Richard
12-05-2006, 02:20
Thread for research on descr_campaign_ai_db.xml
Anything to do with descr_formation_ai.txt and config_ai_battle.xml should go in the formation thread.
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Autoresolve
<min_capture_percent float="5.0"/>
<max_capture_percent float="30.0"/>
<lopsided_thresh float="1.5"/>
<lopsided_hn_mod float="3.0"/>
<separation_missile_add uint="1"/>
<naval_sink_modifier float="1.5"/>
<naval_sink_offset float="15.0"/>
<naval_sink_max float="80.0"/>
capture min/max is the % captured of the total 'killed'
lopsided - if one side is overwhelmingly more powerful than the other i.e. by this threshold (_thresh), then it takes fewer casualties - 500 men vs 50 men would take fewer casualties than 50 men vs 50 men, generally speaking. _hn_mod if the attacker:defender ratio is bigger than this then it gives the attacker additional attack stats.
Therefore, (ratio x a multiplier) would be added to the stats.
The actual autoresolve calculation is based upon difficulty level, unit experience, battle type (ambush, flank, rear), presence of elephants, charge bonus and armour level.
separation_missile is the conceptual distance the missile units start away from the enemy. The higher it is, the more shots they will get off and the lower their own casualties will be.
naval_sink influences the chances of actually sinking an enemy ship
(attacker strength - defender strength) x sink modifier + sink offset) which is ultimately capped at _max.
Anything to do with descr_formation_ai.txt and config_ai_battle.xml should go in the formation thread.
______________________
Autoresolve
<min_capture_percent float="5.0"/>
<max_capture_percent float="30.0"/>
<lopsided_thresh float="1.5"/>
<lopsided_hn_mod float="3.0"/>
<separation_missile_add uint="1"/>
<naval_sink_modifier float="1.5"/>
<naval_sink_offset float="15.0"/>
<naval_sink_max float="80.0"/>
capture min/max is the % captured of the total 'killed'
lopsided - if one side is overwhelmingly more powerful than the other i.e. by this threshold (_thresh), then it takes fewer casualties - 500 men vs 50 men would take fewer casualties than 50 men vs 50 men, generally speaking. _hn_mod if the attacker:defender ratio is bigger than this then it gives the attacker additional attack stats.
Therefore, (ratio x a multiplier) would be added to the stats.
The actual autoresolve calculation is based upon difficulty level, unit experience, battle type (ambush, flank, rear), presence of elephants, charge bonus and armour level.
separation_missile is the conceptual distance the missile units start away from the enemy. The higher it is, the more shots they will get off and the lower their own casualties will be.
naval_sink influences the chances of actually sinking an enemy ship
(attacker strength - defender strength) x sink modifier + sink offset) which is ultimately capped at _max.