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Lt. General
Join Date: Nov 2002
Location: Minnesota
Posts: 1,678
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Indepth Discussion #2
To prompt more discussion of the parameters and how they work, here are some more ideas and questions:
beach_1, beach_2, beach_3 - what is the reasoning between which beach provinces are which? I've looked at the province list by beach level and can't seem to notice any particular pattern. Terrain types and locations seem to be freely mixed within these beach types. recklessness - any further info on this? panic_ratio - I'd be inclined to increase these values for almost all countries, both to stop the "blipping" as Roxxor mentions and also wondering if this would help prevent countries from going into "panic" mode and cranking out militia. It seems to me that "panic militia" mode is virtually pointless - let the AI build some decent units and put up a fight (even it's being beaten badly) rather than building a ton of junk (militia). enemy_reinf_days - if this was lowered would the AI perhaps stop making the absurd uber stacks? Overall I'd like to see the AI make more attacks at lower odds rather than building uber stacks. A human couldn't build uber stacks either if he was constantly being jumped by the AI where he is weak. max_attack_odds - would lowering this be a major help to preventing the uber stacks? min_attack_odds - Why does the AI make so many suicide attacks? Are these values commonly way too low? For all the "odds" values can we have some figures for what is "default"? Invasion values - as Roxxor points out we need to know what kind of ranges these should be, how much effect do each of these numbers have? - Mithel |
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