-
Notifications
You must be signed in to change notification settings - Fork 60
AI Personality
Sh0wdown edited this page Apr 7, 2019
·
26 revisions
List of 169 parameters which set the AI characters' personality, f.e. what troops to recruit or how many iron mines to build.
Name | Type | Description |
---|---|---|
Unknown000 | Int32 | |
Unknown001 | Int32 | |
Unknown002 | Int32 | |
Unknown003 | Int32 | |
Unknown004 | Int32 | |
Unknown005 | Int32 | |
CriticalPopularity | Int32 | Values range from 0 to 10000, where 100 popularity equals 10000. Below this value, the AI sells more stuff than usual to get money. |
LowestPopularity | Int32 | Below this value the AI sets taxes zero until it reaches 'HighestPopularity' again. |
HighestPopularity | Int32 | Above this value the AI sets taxes back up |
Unknown009 | Int32 | |
Unknown010 | Int32 | |
Unknown011 | Int32 | |
Farm1 | FarmBuilding | An array of farm slots, which the AI builds in the given sequence. |
Farm2 | FarmBuilding | |
Farm3 | FarmBuilding | |
Farm4 | FarmBuilding | |
Farm5 | FarmBuilding | |
Farm6 | FarmBuilding | |
Farm7 | FarmBuilding | |
Farm8 | FarmBuilding | |
PopulationPerFarm | Int32 | The AI builds one farm for each amount of this population value. (Also check MaxFarms) |
PopulationPerWoodcutter | Int32 | |
PopulationPerQuarry | Int32 | |
PopulationPerIronmine | Int32 | |
PopulationPerPitchrig | Int32 | |
MaxQuarries | Int32 | |
MaxIronmines | Int32 | |
MaxWoodcutters | Int32 | |
MaxPitchrigs | Int32 | |
MaxFarms | Int32 | The maximum amount of farms the AI builds. (Also check PopulationPerFarm) |
BuildInterval | Int32 | This is only considered <= 5000 gold |
ResourceRebuildDelay | Int32 | The delay before the AI rebuilds destroyed buildings. |
MaxFood | Int32 | includes flour? |
MinimumApples | Int32 | |
MinimumCheese | Int32 | |
MinimumBread | Int32 | |
MinimumWheat | Int32 | |
MinimumHop | Int32 | unclear |
TradeAmountFood | Int32 | |
TradeAmountEquipment | Int32 | |
Unknown040 | Int32 | |
Unknown041 | Int32 | |
Unknown042 | Int32 | |
MaxWood | Int32 | |
MaxStone | Int32 | |
MaxResourceOther | Int32 | |
MaxEquipment | Int32 | |
MaxBeer | Int32 | |
MaxResourceVariance | Int32 | added to all max resource values? |
Unknown049 | Int32 | |
BlacksmithSetting | BlacksmithSetting | |
FletcherSetting | FletcherSetting | |
PoleturnerSetting | PoleturnerSetting | |
SellResource01 | Resource | |
SellResource02 | Resource | |
SellResource03 | Resource | |
SellResource04 | Resource | |
SellResource05 | Resource | |
SellResource06 | Resource | |
SellResource07 | Resource | |
SellResource08 | Resource | |
SellResource09 | Resource | |
SellResource10 | Resource | |
SellResource11 | Resource | |
SellResource12 | Resource | |
SellResource13 | Resource | |
SellResource14 | Resource | |
SellResource15 | Resource | |
Unknown068 | Int32 | |
Unknown069 | Int32 | |
DefSiegeEngineGoldThreshold | Int32 | This one makes no sense. In code: [if (Gold + Threshold > 30) then RecruitEngineer()], maybe it was supposed to be minus... |
DefSiegeEngineBuildDelay | Int32 | The delay before the AI builds its first defensive siege engine. |
Unknown072 | Int32 | |
Unknown073 | Int32 | |
RecruitProbDefDefault | Int32 | The probability with which this AI reinforces missing defense troops. |
RecruitProbDefWeak | Int32 | |
RecruitProbDefStrong | Int32 | |
RecruitProbRaidDefault | Int32 | |
RecruitProbRaidWeak | Int32 | |
RecruitProbRaidStrong | Int32 | |
RecruitProbAttackDefault | Int32 | |
RecruitProbAttackWeak | Int32 | |
RecruitProbAttackStrong | Int32 | |
SortieUnitRangedMax | Int32 | |
SortieUnitRanged | Unit | Type of ranged units that go to the last attacked farm or building, and guard it until another is attacked. |
SortieUnitMeleeMax | Int32 | |
SortieUnitMelee | Unit | Type of melee units to attack enemy units shooting at the AI's buildings or workers. |
DefDiggingUnitMax | Int32 | Amount of units that dig own moat. |
DefDiggingUnit | DiggingUnit | Type of unit to dig own moat. |
RecruitInterval | Int32 | |
RecruitIntervalWeak | Int32 | The 'weak' state sets in if the AI is completely trashed. F.e. troops < 8, gold < 200, population < 15, ... |
RecruitIntervalStrong | Int32 | The 'strong' state sets in if f.e. the AI has troops >= 40, gold >= 200, population >= 40, ... |
DefTotal | Int32 | |
Unknown093 | Int32 | |
Unknown094 | Int32 | |
Unknown095 | Int32 | |
DefWalls | Int32 | |
DefUnit1 | Unit | |
DefUnit2 | Unit | |
DefUnit3 | Unit | |
DefUnit4 | Unit | |
DefUnit5 | Unit | |
DefUnit6 | Unit | |
DefUnit7 | Unit | |
DefUnit8 | Unit | |
RaidUnitsBase | Int32 | Base amount of raid troops, Special case: [unknown trigger => end result multiplied by 1.25] |
RaidUnitsRandom | Int32 | Maximum random addition to raid troops. Special cases: [gold > 5000 => multiplied by 2][gold < 1000 => set to 0][enemy gold < 500 => divided by -2] |
RaidUnit1 | Unit | |
RaidUnit2 | Unit | |
RaidUnit3 | Unit | |
RaidUnit4 | Unit | |
RaidUnit5 | Unit | |
RaidUnit6 | Unit | |
RaidUnit7 | Unit | |
RaidUnit8 | Unit | |
Unknown115 | Int32 | |
Unknown116 | Int32 | |
Unknown117 | Int32 | |
Unknown118 | Int32 | |
Unknown119 | Int32 | |
Unknown120 | Int32 | |
Unknown121 | Int32 | |
Unknown122 | Int32 | |
Unknown123 | Int32 | |
Unknown124 | Int32 | |
AttForceBase | Int32 | The base amount of troops with which this AI attacks |
AttForceRandom | Int32 | The maximum random amount of additional troops in an attack (this is not the amount by which the troops increase per attack!) |
Unknown127 | Int32 | |
Unknown128 | Int32 | |
Unknown129 | Int32 | |
Unknown130 | Int32 | |
Unknown131 | Int32 | |
Unknown132 | Int32 | |
SiegeEngine1 | SiegeEngine | |
SiegeEngine2 | SiegeEngine | |
SiegeEngine3 | SiegeEngine | |
SiegeEngine4 | SiegeEngine | |
SiegeEngine5 | SiegeEngine | |
SiegeEngine6 | SiegeEngine | |
SiegeEngine7 | SiegeEngine | |
SiegeEngine8 | SiegeEngine | |
Unknown141 | Int32 | |
Unknown142 | Int32 | |
AttMaxEngineers | Int32 | |
AttDiggingUnit | DiggingUnit | This unit is only recruited if the target enemy has moat and used preferably to dig enemy moat. |
AttDiggingUnitMax | Int32 | |
AttUnit2 | Unit | |
AttUnit2Max | Int32 | |
AttMaxAssassins | Int32 | |
AttMaxLaddermen | Int32 | |
AttMaxTunnelers | Int32 | |
AttUnitRangedPush | Unit | Ranged attack unit that moves towards the enemy keep and shoots |
AttUnitRangedPushMax | Int32 | |
Unknown153 | Int32 | |
AttUnitBackup | Unit | Attacking unit that holds position and doesn't attack until the walls are breached. |
AttUnitBackupMax | Int32 | |
Unknown156 | Int32 | |
AttUnit5 | Unit | |
AttUnit5Max | Int32 | |
AttUnitSiegeDef | Unit | These units patrol between siege enginees in order to protect them. |
AttUnitSiegeDefMax | Int32 | |
Unknown161 | Int32 | |
AttUnitMain1 | Unit | The units the AI recruits as main part of the strike force |
AttUnitMain2 | Unit | The units the AI recruits as secondary part of the strike force |
Unknown164 | Int32 | |
Unknown165 | Int32 | |
AttMaxDefault | Int32 | This does nothing |
Unknown167 | Int32 | |
TargetChoice | TargetingType |