Has anyone tested the river variable in the AI files? What is its impact on the AI?
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Tamerlan said:You bet I didWell its valid range is between 0.0 and 1.0. At 1.0 the AI considers that it does not have any impact, at a lower level the AI will be reluctant to send offensive across rivers, which might lead to a sitzkrieg situation. I think the default is 0.5 but not completely sure.
To use it you have to take into account the tech level and the amount of "oil-consuming" units.
Yeah, I looked at the saved file... And it was not like that !mikel said:Thanks for your reply.
I looked at a saved game and found the german river variable to be 1.0 instead of the 0.85 that the loaded AI file indicated. I tried changing the AI file river variable (0.1 to 0.9) and the saved game always showed 1.0. In looking at other countries I could not match the saved game river variable with the loaded AI file river variable in any of them.
Did you look at saved games also? Maybe I'm missing something.
Tamerlan said:Yeah, I looked at the saved file... And it was not like that !
Congratulation you found a real, big, nasty bug !![]()
In the save files, river and withdraw_odds seem equal everywhere. Correct me if I am wrong...
Mithel said:Ouch! Now if we just knew which values it is actually using in the code. I suppose someone could test that by setting withdraw_odds to something like 0.01 to see if that nation stops attacking across rivers completely. And it would be helpful to know if the "saved" value is updated when a new AI file is loaded.
Mithel said:Copper, ah, but were you observing results after a save and reload?
If the error is in the save game then potentially our hands off testing of a complete run without ever reloading a save might never show this bug.
Copper Nicus said:You are right, I guess those were always hands-off's.
I'll try to test it when I come home...
Tamerlan said:As a solution, the trigger of the AI switch could be considered as a single "signal" trigger event and some "persistent" events which would really load the AI would be added. Persistent events can be fired each time you reload.
The combination of "signal" preconditions should be checked quite carefully with multiple AIs however. Quite tidious :wacko: .
Did it. Like the -1 garrison penalty, and almost everything not straight which is on this sub-forum. After that it is up to the developpers to consider what they change/leave. This one got a nasty title, so I hope it will be prioritized (somehow it is a memory bug. memory bugs are something C++ dev dreadsmikel said:Tamerlan: Have you already reported this as a bug to Paradox? Or should this be reported in the Bug Subforum?
Tamerlan said:Did it. Like the -1 garrison penalty, and almost everything not straight which is on this sub-forum. After that it is up to the developpers to consider what they change/leave. This one got a nasty title, so I hope it will be prioritized (somehow it is a memory bug. memory bugs are something C++ dev dreads).