Explanation of Empire At War's AI "engine"
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1 vote |
Making use of Galactic Hints
Hints are a grand feature for Galactic mode; they define an extra value for the specified planet. You can even add new hints, that work, to the already set of hints.
Hints are basically variables that can be used in expressions to add-on to the value of a function. They are defined in a file, which has to be linked to in <Markup_Filename>FactionName, GalacticHintsFile </Markup_Filename> tag.
To call a hint in an expression, the command is simply: Variable_Target.Hints.HintName.
Templates and PlayerType
Templates are basically just blue-prints; they hold the category information, which functions that'll be used for formulating the budget, and what not. Without this template, the AI is cut off completely from any and all Goal Functions, thus making it idle. Also defines which goals or plans to turn off or on.
PlayerType is the compiler; it gathers the templates, the difficulty adjustments, any freestore scripts, and the file names for the goal functions. The name for the player is also given here; the name is used in the <Basic_AI> and <AI_Player_Control> tags.
If you ask me, they should be put together instead of seperate.
Hints are a grand feature for Galactic mode; they define an extra value for the specified planet. You can even add new hints, that work, to the already set of hints.
Hints are basically variables that can be used in expressions to add-on to the value of a function. They are defined in a file, which has to be linked to in <Markup_Filename>FactionName, GalacticHintsFile </Markup_Filename> tag.
To call a hint in an expression, the command is simply: Variable_Target.Hints.HintName.
Templates and PlayerType
Templates are basically just blue-prints; they hold the category information, which functions that'll be used for formulating the budget, and what not. Without this template, the AI is cut off completely from any and all Goal Functions, thus making it idle. Also defines which goals or plans to turn off or on.
PlayerType is the compiler; it gathers the templates, the difficulty adjustments, any freestore scripts, and the file names for the goal functions. The name for the player is also given here; the name is used in the <Basic_AI> and <AI_Player_Control> tags.
If you ask me, they should be put together instead of seperate.
Links / Downloads
Hits | Added | |
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NameSpace and TestFunction (Page 6) | 2607 | February 25, 2008 - 3:19 |
News article pertainting to tutorial | 3064 | February 25, 2008 - 3:07 |
The original thread | 2979 | February 25, 2008 - 3:06 |