Of those who already have successfully installed the preliminary 1.2 patch, could someone please post a version of the data files enclosed as a rar somewhere?
Or even just enclose some files in plaintext in spoiler tags in this topic?
Personally I'm mainly interested in descr_unit, descr_ancillaries, and descr_character_traits. Actually also in the campaign_db and campaign_db_ai.
Would help if those files could be posted before the patch is available to everyone to allow pre-modding.
04-07-2007, 04:14
Durallan
Re: 1.2 files?
these may actually be changed before official release so I'd say its best to wait. Having said that I'm about to take a peek myself.
04-07-2007, 04:42
Durallan
Re: 1.2 files?
AHA! the file is completely different to the 1.1 on and has alot of new things in it...
here is the new code down to the starting of the params and junk...
Code:
// The trusted ally global parameters specify the minimum faction standing thresholds for a target faction to be
// considered a trusted ally. We can use target faction standing parameters directly in invasion/defend decisions
// but the trusted ally data allows us to use additional entry parameters: trusted_ally_enemy and trusted_ally_protectorate
// that we cannot measure directly for a target faction. An AI faction may also try and aid its trusted allies (hence the
// reverse checks on standings to avoid helping allies it shouldn't)
<trusted_ally_fs_threshold float="0.5"/> // min threshold for how much we like the target faction to consider them a trusted ally
<trusted_ally_target_fs_threshold float="0.5"/> // min threshold for how much the target faction likes us to consider them a trusted ally
<trusted_ally_target_human_fs_threshold float="0.0"/> // min threshold for how much the target (human) faction likes us to consider them a trusted ally
<trusted_ally_gs_threshold float="-1.0"/> // min threshold for how trustworthy we are to consider the target faction a trusted ally
<trusted_ally_target_gs_threshold float="-0.1"/> // min threshold for how trustworthy is the target faction to consider them a trusted ally
<trusted_ally_enemy_auto_war bool="false"/> // flag to indicate if a faction automatically goes to war with a trusted allies enemy
<use_cheat_overrides bool="true"/> // determines if cheat overrides (force peace with ai, force attack with humans) are applied
<invade_priority_fs_modifier float="-400.0"/> // modifies the final invade priority for new faction targets by += (faction_standing * modifier) {makes factions more likely to start war with disliked targets}
<invade_priority_gs_modifier float="0.0f"/> // modifies the final invade priority for new faction targets by += (global_standing * modifier) {makes factions more likely to start war with untrustworthy targets}
<invade_priority_assistance_offset int="200"/> // modifies the final invade priority for new faction targets where military assistance has been asked by += (offset) {makes factions more likely to start war with military assistance targets}
<invade_priority_min int="50"/> // min clamp for final invade priorities calculated
<invade_priority_max int="1000"/> // max clamp for final invade priorities calculated
// Each faction has an 'ai_label' specified in the campaign descr_strat.txt. This ai_label must correspond to a 'faction_ai_label'
// entry specified in this database (e.g. 'default', 'catholic', 'papal_states'). The 'default' ai_label should always exist
// and is used if a specified ai_label cannot be found. Note that each ai_label is independent (i.e. 'catholic' ai_label does
// not inherit any data from 'default') hence care should be taken when adding new entries to ensure that any relevant global
// entries are added to all other ai_labels. Additionally, the ai_labels can be tested through event conditions and set through
// a script command, potentially allowing ai behaviour to be changed dynamically in game depending on current game state.
<faction_ai_label name="default"> :: The label for a following set of campaign ai faction parameters
// The ai_labels specify the structure of the long term goal director (LTGD) which drives the high level campaign AI.
// At the start of every factions turn (or when diplomacy changes), the LTGD is re-evaluated as follows:
// for every target faction (all other factions), evaluate the defend decisions
// for every target faction, evaluate the invasion decisions
// any invasion priorities are modified by the faction standing (relationship) towards the target
// depending on current game state, a new target with a high invasion priority may be selected to invade
// the LTGD can be debugged with the preferences '[log] level = ai.ltgd trace' and '[ai] ltgd_logging = true.
// The 'defend_decisions' entry specifies a list of decision entries related to ai defence strategies. To evaluate a defence
// strategy, a set of parameters is built and the list of decision entries is iterated until an entry satisfies the min and max
// conditions for the set of parameters. As soon as an entry is satisfied (min <= current <= max), the iteration ends. The decision
// is taken from the default 'faction_attitude' parameters with certain parameters overridden. The 'min_entry' specifies the minimum
// thresholds specified for evaluation and the 'max_entry' specifies the maximum. Note that care should be taken when entering new
// entries since as soon as the thresholds for an entry are successfully met, the iteration ends. An exception to this is the use of
// the 'continue' faction_attitude parameter, which allows the decision iteration to continue (This is useful for changing certain
// parameters of the faction_attitude but allowing the process to continue so other entries can apply additional modifications).
<defend_decisions> :: List of ai defend decisions. when choosing a decision, code will iterate from first to last until a set of thresholds succeeds
<decision_entry> :: An individual decision entry
<min_entry :: The minimum threshold for decision comparison
frontline_balance="0.0" :: ratio of factions frontline military strength vs the target
military_balance="0.0" :: ratio of factions overall military strength vs the target
production_balance="0.0" :: ratio of factions overall production strength vs the target
target_num_enemies="0" :: the number of enemies the target has
num_enemies="0" :: the number of enemies the faction has
has_alliance_against="false" :: is the faction part of an alliance against target
military_balance_plus_enemies="0.0" :: ratio of factions overall military strength vs the target (plus all of its enemies)
alliance_military_balance="0.0" :: ratio of factions (plus its allies) overall military strength vs the target
strongest_neighbour="false" :: is the target the factions strongest neighbour
most_desirable="false" :: is the target the factions most desirable target
faction_standing="-1.0" :: how much does the faction like the target
target_global_standing="-1.0" :: how trustworthy is the target to the rest of the world
target_faction_standing="-1.0" :: how much does the target faction like this faction
global_standing="-1.0" :: how trustworthy is this faction to the rest of the world
target_religion="catholic" :: the religion of the target (see descr_religions.txt)
enemy_excommunicated="false" :: is the target excommunicated
excommunicated="false" :: is this faction excommunicated
num_turns_allied="0" :: the number of turns since the faction agreed to an alliance with the target
num_turns_ceasfire="0" :: the number of turns since the faction has agreed to a ceasefire with the target (-1 for no agreement)
stance="Allied" :: diplomatic stance with the target (Allied, Neutral, AtWar)
target_faction="england" :: target faction label (see descr_sm_factions.txt)
target_human="false" :: is the target a human player
target_is_shadow="false" :: is the target this factions shadow faction
turn_number="0" :: the game turn number (starting at 0)
is_protectorate="false" :: is the target our protectorate
is_protectorate_of_catholic="false" :: is the target a protectorate of a non-excommunicated catholic faction
free_strength_balance="0.0" :: ratio of factions free military strength vs the target
borders_all_our_regions="false" :: does the target border on all the factions region groups
target_weakest_neighbour="false" :: is the faction the targets weakest neighbour
has_ceasehostilities="false" :: does the faction have a cease hostilities mission against the target from the papal faction
is_neighbour="false" :: does the target neighbour on any of the factions regions
trusted_ally="false" :: is the target a trusted ally (they like us more than fs_thresh, and their global standing > gs_thresh, and they are allied)
trusted_ally_enemy="false" :: is the target an enemy of a trusted ally
trusted_ally_protectorate="false" :: is the target a protectorate of a trusted ally
num_settlements="0" :: how many settlements does the faction own
rand="0.0" :: a random value
difficulty="easy"/> :: the chosen difficulty for the current local player (easy, medium, hard, very_hard)
<faction_attitude :: A list of modifiers to apply if min and max entries above are successful
defense="defend_normal" :: The long term defense type (defend_minimal, defend_normal, defend_raid, defend_frontline, defend_fortified, defend_deep)
defend_priority="0" :: The defensive priority of achieving stance against this faction (NOT USED AT PRESENT) (additive with previous decisions this turn)
invade="invade_none" :: The long term invade type (invade_buildup, invade_immediate, invade_raids, invade_opportunistic, invade_start, invade_none)
invade_priority="0" :: priority of achieving invasion against this faction (additive with previous decisions this turn). Compared with priority for decisions against all other factions to choose highest. Value modified internally by faction standing.
at_war="false" :: are we at war with this enemy
want_peace="false" :: do we want to be at peace with this faction
want_ally="false" :: do we want to ally with this faction
want_be_protect="false" :: do we want to be a protectorate of this faction
want_offer_protect="false" :: do we want to offer protectorate status to this nation
force_invade="false" :: must we invade now
alliance_against="0" :: how much do we want to have an alliance against this nation (additive with previous decisions this turn)
pts_desire="0" :: points total for measuring our desire for this faction's territory (additive with previous decisions this turn)
pts_alliance="0" :: points total for measuring how much we want to be allies with these people (additive with previous decisions this turn)
can_force_invade="true" :: can naval or forced invasion settings overwrite invade parameters
continue="false"/> :: do we stop evaluating decision entries (false) or continue
</decision_entry>
</defend_decisions>
// The 'invasion_decisions' entry specifies a list of invasion entries related to ai invasion strategies. This process
// is virtually identical to the defence decision process but is evaluated as a separate stage.
<invasion_decisions> :: List of ai invasion decisions. when choosing a decision, code will iterate from first to last until a set of thresholds succeeds (uses identical data to defend decisions)
<decision_entry> :: An individual decision entry
<min_entry/> :: The minimum threshold for decision comparison
<max_entry/> :: The maximum threshold for decision comparison
<faction_attitude/> :: A list of modifiers to apply if min and max entries above are successful
</decision_entry>
</invasion_decisions>
-->
<!--
//////////////////////
// GLOBAL AI PARAMS //
//////////////////////
-->
you can see at the bottom what the threshold floats are now compared to what they said they should be in the example, and they are much lower, and there are these invade priority things! crazy cool stuff that I don't understand although I may once I start reading the file.
04-07-2007, 12:01
FactionHeir
Re: 1.2 files?
Yup much better documentation and a few new bits of things to use in the file. :) Looks like we can expect better diplomacy and campaign map behavior in 1.2.
Any chance I can get you to put up character_trait and ancillaries? :D
04-07-2007, 12:05
Lusted
Re: 1.2 files?
The projectiles file has changed a lot, lots of different arrow types now.
04-07-2007, 12:18
FactionHeir
Re: 1.2 files?
That would mean that we could individually influence how different archer units perform in ranged attacks eh? Like change the velocity etc and their accuracy even.
Lusted: Will you upload the files? :) [please!]
04-07-2007, 12:58
Carl
Re: 1.2 files?
Will sombody, i'm currentlly working on my Rebuild-ProblemFixer and need to be on the same vershion as my testers, (I.e. I can't download and install the unofficiol patch).
04-07-2007, 13:56
alpaca
Re: 1.2 files?
Guys, please don't post these files completely on the forums for the public eye, I'm not 100% comfortable with that.
If you ask them nicely I'm sure somebody will send you the files per email or PM :eyebrows:
04-07-2007, 14:20
FactionHeir
Re: 1.2 files?
*asks alpaca nicely for character_traits, ancillaries and their string.bin counterparts*
04-09-2007, 07:55
nikolai1962
Re: 1.2 files?
Quote:
the ai_labels can be tested through event conditions and set through
a script command, potentially allowing ai behaviour to be changed dynamically in game depending on current game state.
Woot. changing AI for different faction leader personalities :)
Quote:
// the LTGD can be debugged with the preferences '[log] level = ai.ltgd trace' and '[ai] ltgd_logging = true.
Notice the accuracy vs units line, i've removed the ; in my mod and it woks fine, so we can now edit projectile accuracy.
04-09-2007, 12:29
alpaca
Re: 1.2 files?
Quote:
Originally Posted by nikolai1962
Woot. changing AI for different faction leader personalities :)
Too cool. this is going to be good
Yep, that's gonna be useful.
Command: link_faction_ai <faction> <ai_label>
Conditions: FactionAILabel <ai_label> (requires faction to be exported in the event), I_FactionAILabel <faction> <ai_label>
This allows us to influence a character's traits, etc. depending on his faction's AI and vice-versa. Should be good.
Edit: This is what the logs look like (only one faction on a map with 2 provinces!):
Notice the accuracy vs units line, I've removed the ; in my mod and it woks fine, so we can now edit projectile accuracy.
We could do that before lusted, I once gave Sherwood Archers a Body-Piercing 100% accuracy arrow as a test under 1.1.
04-09-2007, 15:16
Lusted
Re: 1.2 files?
Could we? Didn't notice it before, must have just been for siege units.
04-09-2007, 15:49
FactionHeir
Re: 1.2 files?
The accuracy was only listed for siege units pre 1.2, but you could enter the accuracy line into the right position to force it to have a set accuracy. My guess back then was that setting accuracy for non siege units would mean that high experience units would be as accurate as no experience units. Never got around to testing it though
04-09-2007, 16:43
Carl
Re: 1.2 files?
Quote:
Could we? Didn't notice it before, must have just been for siege units.
What faction Heir said. Muskets, Hand Guns ad Arqubusiers also had fixed accuracy in V1.1 as standard, thats why they are so insanely IMBA compared to other missile units and why their vulnerable to missile attribute mean absolutely nothing.
They hit as accurately at the max range of Longbows as Longbows do at point blank range, so no non-gunpowder missile unit out their can actually beat them in a long range missile duel as a result.
04-10-2007, 19:27
Russ Mitchell
Re: 1.2 files?
What are they providing in terms of different arrow types?
And apart from a few firing angle changes their are no important differences between them ATM as far as I can see. they could have achieved the same effect by increase the Min/Max angle values for the default arrow.
04-10-2007, 22:28
SigniferOne
Re: 1.2 files?
Alpaca, what are the different log types, besides error?
04-11-2007, 12:44
alpaca
Re: 1.2 files?
Off the top of my head: trace, info, warn, error, always
If you use a lower level, all info of a higher level will be shown.
Edit: Not sure about the info/warn levels, they might be switched around
04-14-2007, 00:24
craziii
Re: 1.2 files?
by any chance someone could send me the descr_building file? I would really appreciate it. send pm or email watever u prefer, craziii3@yahoo.com.
Thanks. Interesting... what I saw posted up above doesn't look tremendously different than what was already there. Can you see any notable differences?
the bold ones are the new ones, and actually theirs no diffrance between any of them. All fire arrows have a slightly diffrent set of angles to the non fire one, so all non fire arows actually have the same angle as each otherm, and all fire arrows have the same angle as each opther. You could have HA firing Bodkin arrows and you'd see no actual diffrance in their FX or performance.
04-22-2007, 12:38
Lusted
Re: 1.2 files?
For now, it looks like CA were/are going to add more variety by the different accuracy lines.
04-22-2007, 14:34
methoz
Re: 1.2 files?
can i make neverending alliance?
04-22-2007, 17:04
Russ Mitchell
Re: 1.2 files?
That's kind of what I was afraid of. Oh well, at least I don't have to muck further up the learning curve. That's odd, actually, b/c the -vs. units tag is probably the least useful of the actual tags if you want to differentiate them, as speed, mass, and shooting angle could be much more useful. That should properly be a function of the attack value, unless I've seriously misunderstood the mechanics.
Pity I can't seem to get the delay feature to mean squat. If there's a thread where this has been successfully handled, please let me know, since I haven't found it.
On the other hand, having those extras in "patched vanilla" does allow some room to play around... primarily a question of combining good balance in the EDU and the DP files for effect.