Modding question about AI (aip's files)

Modding, Map Editor, IES Scripting and Other Questions
Post Reply
qwerty24
Posts: 16
Joined: 08 Dec 2013, 11:23

Modding question about AI (aip's files)

Post by qwerty24 »

Hello again. Now i would like to ask to someone who's expert in modding to answer to one question.

I inserted a new unit into the game but the AI does't create that new unit of course.....i know i have to insert new strings into Eco_AirEpoch Imp_AirEpoch  and Mil_AirEpoch. In those files there is a line like this: // (name), (priority), (hints), (block?), (min desired count), (max desired count), (max build count)    that defines the means of the values under that. Apart from "name", "priority" and "hints", i don't understand the following values and how they affected the game....

Somene can help me?

User avatar
Dr.MonaLisa
High Representative
Posts: 8707
Joined: 17 Jun 2010, 11:21
Location: Poland
Has thanked: 49 times
Been thanked: 108 times

Re: Modding question about AI (aip's files)

Post by Dr.MonaLisa »

Block =
// blocking can have 3 values
// YES means it always blocks
// NO means it never blocks
// NOTTECH means it doesn't block because of tech, just resources, producers, etc.
// TERRCLAIMED means we only block if we do not already own the territory
// NOTISLANDS means don't even try on islands maps
min desired count, max desired count, max build count:
int m_block; // shall we block on this element?
int m_desiredCountMin; // min number of instances of this type to maintain at this step
int m_desiredCountMax; // max number of instances of this type to maintain at this step
int m_buildMax; // maximum number of units to build from this element
More details are in file: AipStructures.h

Maybe you have to #define the new unit in other files?
Defines are usually in .h files.

But I'm not sure because I've never done it before Image
Player: "DomDom" was scripting AIP files, so he may know the answer. I sent him the link to this topic by skype. Let's see if he can help.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
qwerty24
Posts: 16
Joined: 08 Dec 2013, 11:23

Re: Modding question about AI (aip's files)

Post by qwerty24 »

Leader wrote:Block =
// blocking can have 3 values
// YES means it always blocks
// NO means it never blocks
// NOTTECH means it doesn't block because of tech, just resources, producers, etc.
// TERRCLAIMED means we only block if we do not already own the territory
// NOTISLANDS means don't even try on islands maps
min desired count, max desired count, max build count:
int m_block; // shall we block on this element?
int m_desiredCountMin; // min number of instances of this type to maintain at this step
int m_desiredCountMax;  // max number of instances of this type to maintain at this step
int m_buildMax; // maximum number of units to build from this element
More details are in file: AipStructures.h

Maybe you have to #define the new unit in other files?
Defines are usually in .h files.

But I'm not sure because I've never done it before Image
Player: "DomDom" was scripting AIP files, so he may know the answer. I sent him the link to this topic by skype. Let's see if he can help.

Thank you very much Leader! I will try to change some values and see what happens....i hope DomDom will answer.

Thank you again, my friend!
TheGrouchDE
Posts: 122
Joined: 26 Jul 2012, 11:22

Re: Modding question about AI (aip's files)

Post by TheGrouchDE »

Hey! Nice that someone still cares for scripting and ee2 :-D. Indeed i worked much with aip files. I'm also not sure how it effects. But i know the name is the unitname as you write it in scripts like "Lightinfantry1". The priority means HOW IMPORTANT this unit is, when Heavy Artillery has a priority of 99,9 and light infantry 95,9 and the rest lower they will care the most for the ones with the highest priority, but hints i can't remember in the aip files. I tried once to create a KI HARDEST to build like pros. But they didn't like to. If they would they would own mona XD. Thats all i know
Greetings, the one and only evil mastermind and your friendly dictator next door, TheGrouchDE.
qwerty24
Posts: 16
Joined: 08 Dec 2013, 11:23

Re: Modding question about AI (aip's files)

Post by qwerty24 »

-VFG-TheGrouch wrote:Hey! Nice that someone still cares for scripting and ee2 :-D. Indeed i worked much with aip files. I'm also not sure how it effects. But i know the name is the unitname as you write it in scripts like "Lightinfantry1". The priority means HOW IMPORTANT this unit is, when Heavy Artillery has a priority of 99,9 and light infantry 95,9 and the rest lower they will care the most for the ones with the highest priority, but hints i can't remember in the aip files. I tried once to create a KI HARDEST to build like pros. But they didn't like to. If they would they would own mona XD. Thats all i know
Thank you mate! Unfortunately, my doubts are only on the last 3 values (min desired count), (max desired count), (max build count).
Post Reply

Return to “Questions”