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Strategic AI march routes[message #343725] Sun, 10 January 2016 17:41 Go to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
I distinctly remember to have seen around a year ago a map picture displaying the routes the army takes from the spawning point at Meduna to different cities around Arulco. But search as I might, I'm unable to find it again. Does anybody remember this map and where I might find it?

For a small mod I'm fiddling around with changing the travel times between certain sectors and want to avoid nerfing the army by breaking their routes

Thanks in advance!



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Strategic AI march routes[message #343728 is a reply to message #343725] Sun, 10 January 2016 19:21 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
I don't remember any such map, but as the enemy pathing is the same one mercs use, you could just activate cheats, teleport to Meduna palace and plot a path from there to see what path/time it would take the AI. Note, however, that during the night, there is a chance that AI travel time will be several hours longer, to account for sleeping.

Edit: Found the 'longer travela at night'-code bit:
void InitiateGroupMovementToNextSector( GROUP *pGroup )
{
...
        if ( pGroup->usGroupTeam == ENEMY_TEAM )
	{
		//Determine if the enemy group is "sleeping". If so, then simply delay their arrival time by the amount of time
		//they are going to be sleeping for.
		if ( GetWorldHour( ) >= 21 || GetWorldHour( ) <= 4 )
		{
			//It is definitely night time.
			if ( Chance( 67 ) )
			{
				//2 in 3 chance of going to sleep.
				uiSleepMinutes = 360 + Random( 121 ); //6-8 hours sleep
			}
		}
	}
	else if ( pGroup->usGroupTeam == MILITIA_TEAM )
	{
		// As the player orders militia to move, a chance-based system is ill-advised - the player would simply cancel and reassign the order, leading to bypassing the mechanic in a tedious way
		// so instead, we always add a penalty, but it will be lower
		// however, do not give such a penalty for movement inside a town - the player might just want to redistribute his troops, and this would be tedious
		if ( GetWorldHour( ) >= 21 || GetWorldHour( ) <= 4 )
		{
			if ( GetTownIdForSector( pGroup->ubSectorX, pGroup->ubSectorY ) != GetTownIdForSector( pGroup->ubNextX, pGroup->ubNextY ) )
			{
				uiSleepMinutes = 280;
			}
		}
	}

        pGroup->uiTraverseTime = GetSectorMvtTimeForGroup( ubSector, ubDirection, pGroup );
...
        // add sleep, if any
        pGroup->uiTraverseTime += uiSleepMinutes;
...

[Updated on: Sun, 10 January 2016 19:37]




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Re: Strategic AI march routes[message #343730 is a reply to message #343728] Sun, 10 January 2016 19:31 Go to previous message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
Great! Knowing that the travel routes are determined dynamically solves my problem. Thank you!



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
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