08.08.2006, 06:53:21
Threat Rating Node and Threat Evaluation Controls.By default, each house uses the dumb eval. When a building with IsThreatRatingNode=yes is built, that house switches to the "default" labeled values. As you see, in that mode the threat of non-special ThreatPosed= objects is decreased in favour of the SpecialThreatValue stuff.
I did notice an improvement in AI behaviour after adding that flag to battle labs and switching these coefficients to fractions as DZ recommends. It was fun to see the AI forces stop midroute, turn around and take another, less guarded path to my base when I sent a large force to intercept them on their original path. And seeing the flaktracks drive around my Prism Towers just out of their range towards an unprotected base portion...
Code:
; default threat evaluation controls
MyEffectivenessCoefficientDefault=200
TargetEffectivenessCoefficientDefault=-200
TargetSpecialThreatCoefficientDefault=200
TargetStrengthCoefficientDefault=-200
TargetDistanceCoefficientDefault=-10
; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=200
DumbTargetEffectivenessCoefficient=200
DumbTargetSpecialThreatCoefficient=200
DumbTargetStrengthCoefficient=200
DumbTargetDistanceCoefficient=-1
EnemyHouseThreatBonus=400
I did notice an improvement in AI behaviour after adding that flag to battle labs and switching these coefficients to fractions as DZ recommends. It was fun to see the AI forces stop midroute, turn around and take another, less guarded path to my base when I sent a large force to intercept them on their original path. And seeing the flaktracks drive around my Prism Towers just out of their range towards an unprotected base portion...