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Jo_Beare
11-04-2002, 01:14
Wondering if anyone has experimented with some of the AI settings in the "crusaders_unit_prod11" file. In particular the area that reads like:
"SKIRMISH(2), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(1), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(0), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(2), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(2)

Skirmish, outflanking force, main body, amd cover are pretty self explanatory.

Assault and assault cover, I assume are related to castle assaults. Then what is "assault cover castle attack"?

Advance party relates to if a unit advances a head of the main body. I wonder if it would make it helpful to make the ghulam and royal units a (0). This might stop the AI from sending kings and princes in front of the main body.

I'm not sure what reserve and reinforcement mean or to be more precise how they are different. The only thought I had is that reserve is for the attacking army and the reinforcement is for the defending army. A higher reserve or reinforcement number would relate to being more likely held off the battle field if there are more than 16 units present.

Hold terrain is a bit of mystery as how it correlates to the AI. Any thoughts would be greatly appreciated.

This is a little off topic but has anyone tweaked the "ENGAGEMENT_THRESHOLD" numbers. It looks like most of the infantry is set at 1500 and cavalry is set at 2000.

JoBeare