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Russia) perform better while those in more compacted places (i.e. Increasing this number would see AI factions in widespread areas (i.e. In a perfect map (for AI performance) all settlements would be the same distance from any bordering settlements, and the action points would be just over that distance. Different campaign maps would have different ideal settings, from my own research the ideal for vanilla map is 135 basically the average distance between settlements. This has massive effect on performance, how it organizes/moves it’s armies, where it chooses to combine units to form an army, what it considers viable targets/threats, where it chooses to position defensive armies, pretty much everything. Again there are two lines of importance, though they both appear for every character type: starting_action_points80 default value for all charactersīasically the movement range on the campaign map. This file has no bearing on how the AI “thinks” but still strongly influences how the AI performs. Sadly I have not found a way to influence these settings by whether the target is human or AI controlled. The default setting shown here (0.8) means the AI considers it’s self stronger even if they are really slightly weaker in calculated strength. In battle it determines whether a defending army will take the offensive. In campaign it determines whether to initiate battle or not. Like the other line this is used both in battle and campaign mode. This is the selected armies strength to selected target’s strength to determine whether or not to attack. 0.8Īgain the default explanation explains this line quite well. This is used both in the campaign and during battle to determine whether to defend or counter-attack. This line quite literally means the defender’s strength must be twice that of the attackers. Self explanatory: this is the strength ratio of defender to attacker that is necessary for the AI to decide to sally forth rather then defend in a siege battle. There are really only two lines in this entire file relevant to the Campaign AI: 2.0 I will start with the files that least effect the AI, so the last entry, also by far the longest, will be the most influential to the ai. Two lesser files also exist that effect AI performance, without directly effecting how it “thinks”. There are four major files that contribute to the AI’s behavior, these effect how the AI “thinks”. 1.3 is largely the same though the kingdoms.exe does allow some options that are not covered here. Many options are not available in earlier versions. Nor do I claim anything as my own discovery, for the same reasons. I have searched different forums on the internet and gathered bits from all over the place, due to the wide array of sources I am utterly unable to define what individual sources may have been. Nor has any of this information been taken from other sources without being tested by me.
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Search Search for: M2TW AI Modification: An Interactive EssayĪll information herein is from my own extensive research into the workings and modification capabilities of the Campaign AI and is in no way “official”.
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