Hi everyone.
Have some questions about "ai_economy". I want AI to prioritize a more infantry focused play-style.
What and how does it effect gameplay, what values should be used and why?
What does these values mean?
-: squad_utility
-: per_unit_scale
-: per_unit_scale_historical
Utility
utility_random_range_offset
Thanks for any reply. (and happy holidays)
ai_economy
18 Dec 2018, 14:30 PM
#1
Posts: 26
18 Dec 2018, 17:44 PM
#2
Posts: 817 | Subs: 5
I think you're looking for the categorie 'ai_settings'.
Default_skirmish_hard, harderst etc. are used in custom games.
It contains ai_settings_bag/skirmish_settings/army. You could tweak these settings and see how the AI respons.
Increasing 'min_num_capturing_units' should let them build more infantry.
Increasing 'min_non_support_units_to_support_units_ratio' should let them build less tanks and team_weapons.
Default_skirmish_hard, harderst etc. are used in custom games.
It contains ai_settings_bag/skirmish_settings/army. You could tweak these settings and see how the AI respons.
Increasing 'min_num_capturing_units' should let them build more infantry.
Increasing 'min_non_support_units_to_support_units_ratio' should let them build less tanks and team_weapons.
18 Dec 2018, 17:50 PM
#3
Posts: 26
I think you're looking for the categorie 'ai_settings'.
Default_skirmish_hard, harderst etc. are used in custom games.
It contains ai_settings_bag/skirmish_settings/army. You could tweak these settings and see how the AI respons.
Increasing 'min_num_capturing_units' should let them build more infantry.
Increasing 'min_non_support_units_to_support_units_ratio' should let them build less tanks and team_weapons.
Thanks SneakEye, will test it out when I get the chance.
19 Dec 2018, 12:39 PM
#4
Posts: 327
The values are pretty self explanatory, just look really hard at the names.
: utility - A score that is applied to the squad when all of its values are added up. Weapons, cost, and health are all taken into account. Leaving it at -1 lets the AI add all those values up, setting it to a number disables that logic.
: random_range_offset - A random number that is gotten at the beginning of the game that is applied to the utility value. It can be a positive or negative number in the range. Example; if the utility value is 100, setting the random range to 10 can make it anywhere between 90 and 110 once the ai starts.
: per_unit_scale - How much the utility value gets reduced/increased based on how many units of that type are present on the battlefield. Say, if set to 0.5, each unit alive of that time will reduce the value by half. This is mainly used to prevent the AI from spamming units it deems good.
: per_unit_scale_historical - Same as the normal scale, but value used for TOW and other SP scenarios.
I would recommend using an override to encourage the ai to use more infantry, like what relic does for some of the TOW scenarios.
: utility - A score that is applied to the squad when all of its values are added up. Weapons, cost, and health are all taken into account. Leaving it at -1 lets the AI add all those values up, setting it to a number disables that logic.
: random_range_offset - A random number that is gotten at the beginning of the game that is applied to the utility value. It can be a positive or negative number in the range. Example; if the utility value is 100, setting the random range to 10 can make it anywhere between 90 and 110 once the ai starts.
: per_unit_scale - How much the utility value gets reduced/increased based on how many units of that type are present on the battlefield. Say, if set to 0.5, each unit alive of that time will reduce the value by half. This is mainly used to prevent the AI from spamming units it deems good.
: per_unit_scale_historical - Same as the normal scale, but value used for TOW and other SP scenarios.
I would recommend using an override to encourage the ai to use more infantry, like what relic does for some of the TOW scenarios.
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