Login

russian armor

ai_economy

18 Dec 2018, 14:30 PM
#1
avatar of Stingy

Posts: 26

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:))
18 Dec 2018, 17:44 PM
#2
avatar of SneakEye
Senior Modmaker Badge

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.
18 Dec 2018, 17:50 PM
#3
avatar of Stingy

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
avatar of Lugie
Senior Modmaker Badge

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.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

737 users are online: 737 guests
3 posts in the last 24h
4 posts in the last week
23 posts in the last month
Registered members: 48722
Welcome our newest member, asherllc
Most online: 2043 users on 29 Oct 2023, 01:04 AM