User:Flixx/Configuration Specifications

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The specifications are Work in Progress

All configurations can be implemented by aspects (inside the [ai] tag).

I want to seperate my Ideas for configurations in two parts:

Easy understandable configurations

The following configurations are intended to be easy understandable without knowing details about how the recruitment analysis works. Some of those configurations are often requested features in the forum.

recruitment-more-diverse = yes

When this flag is set the AIi will recruit more units which are currently rare on the map. I will decide later how much more is. For a exact tweak of diversity see below.

recruitment-more = "Orcish Grunt"

This is meant to let a scenario editor make a easy hack when he/she wants the AI to recruit more units of a specific type. I will decide later how strong this configuration will be considered during the recruitment phase. One could also think about doing something like recruitment-more = "Orcish Grunt, Orcish Grunt" to make the instruction to recruit more Grunts even stronger.

recruitment-level-pattern = "0111223"

This one is inspired by this idea in the forum. When a recruitment_level_pattern is given the AI will similar to recruitment_pattern only recruit units according to given level ratios.

recruitment-instructions = "3:Orcish Grunt, 3:Orcish Assassin, 5:Orcish Assassin"

This configuration is a List of the form "[Turn]:[Unit]". This instructions will overwrite all other configurations. The AI will then recruit the units in the given turn (if there is enough money). One could also think about to let the AI plan to save money in previous turns.

recruitment-counter-strategy = yes

When this flag is activated the AI will also do a counter-recruitment analyses. I cannot say yet how exactly will the ai behave when this flag is set.

Tweaking Configurations

The following configurations are intended to tweak some inner functions and weights. In order to use them one should have a idea of how the recruitment works.

Most likely I will implement those things:

recruitana-combat-weight = 1
recruitana-map-weight = 1
recruitana-counter-weight = 1
recruitana-counter-counter-weight = 1
recruitana-diversity-weight = 0

With this configurations one could adjust the weights of the scores coming from the analyse-algorithms. I want to normalize the default weight to 1 (or 0 if the analyse-algorithm is not activated by default). So one could double the impact of a algorithm by setting the weight to 2 or half the impact by setting the weight to 0.5.


This is a rather a vague guess about how some specific analysis-functions could be tweaked further. I will not specify them further yet.

recruitana-combat-range = 100
recruitana-map-village-range = 1
recruitana-counter-turns = 2

Notes

  1. I will pay attention not to break the existing configurations 'recruitment', 'recruitment_pattern', 'recruitment_ignore_bad_combat' and 'villages_per_scout'.
  2. Before all the analysis-algorithms run the units which are considered for recruitment (and get a entry in the score-map) will be filtered according to some configurations.
  3. Some combinations of configurations will cause impossible instructions. For example if a recruitment_pattern and a level_pattern are given. So some configurations will overwrite others. I will the *what overwrites what* list define later.