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Cid
01-10-2003, 20:22
Hope someone can splain this to me.

Why are units that should not be able to be produced by a faction apparently made available to it in the prod. files?
eg, Longbows have all factions listed after it with (159.2) for Catholic_Expansionist and (169)for Muslim_Devout.

I assume the numbers indicate the likelihood of an AI faction building that type of unit in which case the above seems to indicate that a Muslim_Devout faction has a higher probability of building Longbows than a Catholic_Expansionist faction.

What am I missing here http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

Lord Krazy
01-10-2003, 21:05
Only if they are English.
The English are the only faction
that can produce longbows.
If your prod has another entry
then it must be a mod http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

Cid
01-10-2003, 21:43
Nope, not a mod.

This is probably 101 stuff that I'm missing since I've just started trying to mess with these files. I just used Longbows as an example. It seems that most units are listed as available to all factions with a greater or lesser numeric possibility of production.

Another random example is Gahzi Inf. which reads left to right-Cost, various unit specific #s, then Muslim_Heritics(-25)Muslim_Zealots(15)etc., then ALMOHAD, then (what confuses me) every AI behavior possibility (CATHOLIC_EXPANSIONIST, ORTHODOX_STAGNANT etc.)with a number after it,some Christian #s greater than Muslim.

If this unit is limited to Almos, why are the other AI behavior settings listed and given a number?

Haven't downloaded Lord Gnomes Unit Editor yet so I'm still doing this in Word Pad if that makes a difference.

Lord Krazy
01-10-2003, 22:00
Cid send me a copy of your prod11 in a zip
and I'll have a look.

lk_mtw@yahoo.co.uk

LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

Lord Gnome
01-11-2003, 00:24
Cid, it sounds like your looking at the AI behaviour column. This field contains the same number of entries for every unit listed (one for each AI behaviour possible in the game I'd guess). I think you are right in that it is a modifier on how likely the AI is to build a unit under each behaviour. If you play around with these numbers you should affect the AI behaviour in building them but it's hard to test as we don't know what the numbers mean. It seems the entry must contain the whole list regardless of which factions can build it. (I haven't tested this but you could delete some and see if it notices, I reckon it'll crash though.)

I think any faction can have any of the AI behaviours in the game... not sure. You can set the starting behaviour for a faction in the campaign.txt but I'm pretty sure it changes dynamically in the game after this, don't know if Muslims can have crusader AI's etc or not though.

Cid
01-11-2003, 04:15
Thanks for the offer LK but I think Lord Gnomes post answers my question. After posting I began to suspect that these AI behaviors were there in case the factions were modded.

Just downloaded LG's unit editor btw and by the raves it's getting I expect to finally make some headway without collateral migraine. Expect I'll still pester people on this post with inane questions from time to time though.

MR EGG
01-14-2003, 23:25
Ahhhh the Ai changes behaviour this could be my problem .My camp CTD's after so many moves.Thx M.E

Turbo
01-18-2003, 19:14
Cid, The game requires behavior build priorities (Expansion(XX) for all behaviors regardless of whether all the AI behaviors can build the unit or not. There are two ways MTW restricts the build of a unit, the first is faction limitation, the second religion limitation. Under feudal knight for example there is an entry "all_factions" which indicates all factions can build it. It however lists "catholic" which means all factions that are catholic can build it. MTW will ignore for example Muslim_devout entries regardless of how high the priority may be.

Lord Krazy
01-19-2003, 04:28
I thought you were seeing it happen in the game http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif

Now I understand http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Seen as the computer doesn't know
a christian from a 1 or a 0
then you can try alot of variations
from changing the culture and religion.
So if you make the english muslim
and the units muslim then that's how the A.I.
will behave.

LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

Mr Frost
01-28-2003, 06:14
By including these A.I. behaviors in each units' stats C.A. has allowed not only easy modification to switch units between factions {or create new factions and give them interesting troops} , but also a handy guide as to what should be used when designing new units