Quote:
Originally Posted by Ogre
Looks like you want MovementTypes.xml
|
Piece of cake to edit. Thanks.
Quote:
Originally Posted by Ogre
Start with the AIPARAMS.xml file. It seems the weights for tacking specific actions are in there.
|
Thanks for help. I think I got this to work.
I am testing by using New Campaign -Human. The goblin looters in the first village now stay inside the Town even when surrounded by peasants and militia and two covering bowmen units. This will ensure maximal human losses due to the significant defense bonus of the town.
Here is the last edit I made that seemed to trigger the goblins staying instead of moving away. I bumped the i_friendlyStructureBonus bonus to 80 and decreased the CloseEnemiesPenalties to 1, 1, 0
<Retreat>
<!-- ïðîöåÃ*ò çäîðîâüÿ þÃ*èòÃ* ïðè êîòîðîì åìó ðÃ*çðåøåÃ*î îòñòóïÃ*òü -->
<i_damagedUnitHPPercent>80</i_damagedUnitHPPercent>
<!--áîÃ*óñÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âáëèçè äðóæåñòâåÃ*Ã*îãî ñòðîåÃ*èÿ-->
<i_friendlyStructureBonus>80</i_friendlyStructureBonus>
<!--áîÃ*óñÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âáëèçè äðóæåñòâåÃ*Ã*ûõ þÃ*èòîâ-->
<i_closeFriendsBonus>6</i_closeFriendsBonus>
<!--ìÃ*îæèòåëü áîÃ*óñÃ*ûõ î÷êîâ çÃ* ìåñòÃ*îñòü-->
<i_terrainBonusMultiply>2</i_terrainBonusMultiply>
<!--ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âðÃ*ãîâ Ã*Ã* ðÃ*ññòîÿÃ*èè-->
<CloseEnemiesPenalties>
<!--ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âðÃ*ãîâ Ã*Ã* ðÃ*ññòîÿÃ*èè 1 (ñîñåäèÃ*é õåêñ)-->
<i_penalty>1</i_penalty>
<!--ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âðÃ*ãîâ Ã*Ã* ðÃ*ññòîÿÃ*èè 2 (÷åðåç õåêñ)-->
<i_penalty>1</i_penalty>
<!--ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå âðÃ*ãîâ Ã*Ã* ðÃ*ññòîÿÃ*èè 3 (÷åðåç äâÃ* õåêñÃ*)-->
<i_penalty>0</i_penalty>
</CloseEnemiesPenalties>
<!--ØòðÃ*ôÃ*ûå î÷êè çÃ* ïëîõóþ ìåñòÃ*îñòü-->
<LandPenalties>
<!-- ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå â áîëîòå -->
<LandPenalty>
<s_landType>Swamp</s_landType>
<i_penalty>6</i_penalty>
</LandPenalty>
<!-- ØòðÃ*ôÃ*ûå î÷êè çÃ* Ã*Ã*õîæäåÃ*èå â ðåêå -->
<LandPenalty>
<s_landType>River</s_landType>
<i_penalty>6</i_penalty>
</LandPenalty>
</LandPenalties>
</Retreat>