Star Trek Armada 2 Modding
Posted: Fri Jun 08, 2018 4:48 pm
Greetings All,
It looks like there's not much going on these days here, but thought I'd register to see if anyone might have some insight into AI modding. The reason I'm asking here is because Star Trek Armada 1 & 2 used the same engine as Battlezone, Dark Reign and Civ 3 and a lot of the AIP files use similar code.
I've figured out most of it, but looking for any info beyond what I've found here and online regarding each of the games mentioned above. Specifically I'm trying to understand what the following entries mean:
build_buildings_priority = 100.0;
build_troops_priority = 100.0;
seige_priority = 200000.0;
explore_priority = 30000.0;
attack_troops_priority = 200000.0;
attack_region_priority = attack_troops_priority/2;
settle_priority = 100000.0;
defend_priority = 90000.0;
perimeter_priority = 0.0;
chokepoint_priority = 10.0;
patrol_priority = 20.0;
harass_priority = 20.0;
bombard_priority = 20.0;
rustle_priority = 20.0;
expel_priority = 20.0;
sally_priority = 20.0;
retreat_priority = 20.0;
convert_priority = 20.0;
bioterror_priority = 20.0;
nanoattack_priority = 20.0;
pillage_priority = 20.0;
pirate_priority = 20.0;
counter_stealth_priority = 20.0;
counter_stealth_priority = 20.0;
bonus_food_priority = 20.0;
goody_hut_priority = 20.0;
defuse_mines_priority = 20.0;
enslave_priority = 20.0;
plant_nuke_priority = 20.0;
create_park_priority = 20.0;
underground_railway_priority = 20.0;
establish_embassy_priority = 20.0;
franchising_priority = 20.0;
assasinate_ruler_priority = 20.0;
steal_technology_priority = 20.0;
injoin_priority = 20.0;
incite_revolution_priority = 20.0;
cause_unhappiness_priority = 20.0;
nuke_city_priority = 20.0;
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
reform_city_priority = 20.0;
sue_franchise_priority = 20.0;
probe_wormhole_priority = 20.0;
build_end_game_object_priority = 100.0;
build_capitalization_priority = 100.0;
max_threat_raw_bonus = -1.0;
distance_from_home_priority_modifier = -1000.0;
distance_from_enemy_priority_modifier = 1.0;
max_chokepoint_raw_bonus = 500.0;
random_modifier = 100.0;
human_target_raw_bonus = 100.0;
defenseless_city_raw_bonus = 100.0;
fzbuild_priority_modifier = 1.0;
fzwonder_priority_modifier = 1.0;
fzfreight_priority_modifier = 1.0;
per_capita_modifier = 200.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
distance_from_unit_priority_modifier = -10.0;
better_unit_type_modifier = 200.0;
patrol_one_in_n = 10;
memory_rounds = 10;
memory_rounds_stealth = 2;
min_attack_matching_force_ratio = 1.5;
min_defense_matching_force_ratio = 1.0;
num_city_defenders = 1;
The above code is from Civ 3. More specifically I really need to try and understand how the following affect the AI:
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
max_threat_raw_bonus = -1.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
Those 6 entries above appear in all the games I mentioned earlier. From info I've found on other sites regarding these entries
danger_diminishment = 0.5; I can't understand why you would diminish the danger? Wouldn't it help the AI to determine where to go?
As to the danger_raw_bonus and threat_raw_bonus are those to add weight or incentive for the AI to determine what/where to attack? Not a bonus as far as the word means?
As to the threat_proximity_modifier is that telling the AI to give more weight towards threat that is closer to it?
As to the max_misc_bid_bonus I have no idea? Again, give more weight to attacking/defending based on other parameters?
Lastly, I think I've determined that persistence_modifier is something to do with when squads get assigned to a goal this is used to keep the same squad going back to the same goal or something?
Any help would be greatly appreciated if anyone happens to know.
It looks like there's not much going on these days here, but thought I'd register to see if anyone might have some insight into AI modding. The reason I'm asking here is because Star Trek Armada 1 & 2 used the same engine as Battlezone, Dark Reign and Civ 3 and a lot of the AIP files use similar code.
I've figured out most of it, but looking for any info beyond what I've found here and online regarding each of the games mentioned above. Specifically I'm trying to understand what the following entries mean:
build_buildings_priority = 100.0;
build_troops_priority = 100.0;
seige_priority = 200000.0;
explore_priority = 30000.0;
attack_troops_priority = 200000.0;
attack_region_priority = attack_troops_priority/2;
settle_priority = 100000.0;
defend_priority = 90000.0;
perimeter_priority = 0.0;
chokepoint_priority = 10.0;
patrol_priority = 20.0;
harass_priority = 20.0;
bombard_priority = 20.0;
rustle_priority = 20.0;
expel_priority = 20.0;
sally_priority = 20.0;
retreat_priority = 20.0;
convert_priority = 20.0;
bioterror_priority = 20.0;
nanoattack_priority = 20.0;
pillage_priority = 20.0;
pirate_priority = 20.0;
counter_stealth_priority = 20.0;
counter_stealth_priority = 20.0;
bonus_food_priority = 20.0;
goody_hut_priority = 20.0;
defuse_mines_priority = 20.0;
enslave_priority = 20.0;
plant_nuke_priority = 20.0;
create_park_priority = 20.0;
underground_railway_priority = 20.0;
establish_embassy_priority = 20.0;
franchising_priority = 20.0;
assasinate_ruler_priority = 20.0;
steal_technology_priority = 20.0;
injoin_priority = 20.0;
incite_revolution_priority = 20.0;
cause_unhappiness_priority = 20.0;
nuke_city_priority = 20.0;
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
reform_city_priority = 20.0;
sue_franchise_priority = 20.0;
probe_wormhole_priority = 20.0;
build_end_game_object_priority = 100.0;
build_capitalization_priority = 100.0;
max_threat_raw_bonus = -1.0;
distance_from_home_priority_modifier = -1000.0;
distance_from_enemy_priority_modifier = 1.0;
max_chokepoint_raw_bonus = 500.0;
random_modifier = 100.0;
human_target_raw_bonus = 100.0;
defenseless_city_raw_bonus = 100.0;
fzbuild_priority_modifier = 1.0;
fzwonder_priority_modifier = 1.0;
fzfreight_priority_modifier = 1.0;
per_capita_modifier = 200.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
distance_from_unit_priority_modifier = -10.0;
better_unit_type_modifier = 200.0;
patrol_one_in_n = 10;
memory_rounds = 10;
memory_rounds_stealth = 2;
min_attack_matching_force_ratio = 1.5;
min_defense_matching_force_ratio = 1.0;
num_city_defenders = 1;
The above code is from Civ 3. More specifically I really need to try and understand how the following affect the AI:
danger_diminishment = 0.5;
max_danger_raw_bonus = -10.0;
max_threat_raw_bonus = -1.0;
threat_proximity_modifier = 100.0;
max_misc_bid_bonus = 10000.0;
persistence_modifier = 1000;
Those 6 entries above appear in all the games I mentioned earlier. From info I've found on other sites regarding these entries
danger_diminishment = 0.5; I can't understand why you would diminish the danger? Wouldn't it help the AI to determine where to go?
As to the danger_raw_bonus and threat_raw_bonus are those to add weight or incentive for the AI to determine what/where to attack? Not a bonus as far as the word means?
As to the threat_proximity_modifier is that telling the AI to give more weight towards threat that is closer to it?
As to the max_misc_bid_bonus I have no idea? Again, give more weight to attacking/defending based on other parameters?
Lastly, I think I've determined that persistence_modifier is something to do with when squads get assigned to a goal this is used to keep the same squad going back to the same goal or something?
Any help would be greatly appreciated if anyone happens to know.