User Tools

Site Tools


modtools:aieditor

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
modtools:aieditor [2017/05/13 13:36] – [Troubleshooting] adminmodtools:aieditor [2022/02/15 18:00] (current) – external edit 127.0.0.1
Line 1: Line 1:
 ===== AI Editor ===== ===== AI Editor =====
  
-GearCity stores all AI companies in an XML file. Due to some variables requiring a City ID, //AI.xml// files are specific to //City.xml// files. As such they're generally shipped with game maps and not shared between maps. However, these files can be overridden on specified maps via the [[ModTools:make_a_mod_Editor|mod system.]]+GearCity stores all AI companies in an XML file. Due to some variables requiring a City ID, //AI.xml// files are specific to //City.xml// files. As such they are shipped with game maps and not shared between maps. However, the [[ModTools:make_a_mod_Editor|mod system]] can override these files on specified maps.
  
-Each AI node also contains a logo file. These files should be shipped with the map or added via the mod system as supplemental artwork.+Each AI node contains a logo file. These files are shipped with the map or added via the mod system as supplemental artwork.
  
 //If you add/edit an AI company, and the game crashes, check the [[ModTools:Reading_Log_File|log file]]. You're probably missing a logo because it hasn't been added to the .zip files containing the logos. (Or you're not loading those zip files...)// //If you add/edit an AI company, and the game crashes, check the [[ModTools:Reading_Log_File|log file]]. You're probably missing a logo because it hasn't been added to the .zip files containing the logos. (Or you're not loading those zip files...)//
Line 11: Line 11:
 ===== Mod Tools ===== ===== Mod Tools =====
  
-To access the AI Editor, you must open the Mod Tools. See [[ModTools:AccessingModTools|How to Open the Mod Tools]] if you do not know how to access the Mod Tools.+To access the AI Editor, you must open the Mod Tools. See [[ModTools:AccessingModTools|How to Open the Mod Tools]].
  
-The AI Editor is available on the left hand column of the Mod Tool's Main Menu. Click the button circled in the following image, labeled “AI Editor.” +The AI Editor is located on the left hand column of the Mod Tool's Main Menu. Click the button labeled “AI Editor.” 
  
 +\\
 +\\
 ===== The Editor ===== ===== The Editor =====
 This is the AI Editor. Below we'll walk you through what each part of the Editor is for. This is the AI Editor. Below we'll walk you through what each part of the Editor is for.
Line 33: Line 35:
   - Lists the AI companies entered into the editor.   - Lists the AI companies entered into the editor.
   - Clears AI Variable data so a new AI company can be generated from scratch.   - Clears AI Variable data so a new AI company can be generated from scratch.
-  - Adds/Edits the AI data on the left to the list of AI companies in the editor.+  - Adds the new AI company on the left to the list of AI companies in the editor. Or edits the selected AI company in the list.
   - Removes selected AI from list of AI companies entered into the editor.   - Removes selected AI from list of AI companies entered into the editor.
      
 +\\
 +\\
 ===== Files And How it Works ===== ===== Files And How it Works =====
  
-When the player starts a new game on a selected map, the //MapDataForGame.xml// file will tell the game which //AI.xml// files are available and how many AI to load from that file. The mod files can override this action, by supplying the game with it'own list of AI files and numbers of AI to load. However AI files are specific to the map, so even when the mod files override map files, it can only do it for a specific map.+When the player starts a new game on a selected map, the //MapDataForGame.xml// file will tell the game which //AI.xml// files are available and how many AI to load from that file. The mod files can override this action, by supplying the game with its own list of AI files and numbers of AI to load. HoweverAI files are specific to the map, so even when the mod files override map files, it can only do it for a specific map.
  
 The game can only load a random number of AI from an //AI.xml// file or all the AI from the file. With that in mind, multiple AI files may be needed. For example, Base City Map has 3 //AI.xml// files. One with 10 large companies, one with 25 large companies, and finally one that has 300 AI companies and is used for the "All" selection and the "Random #" selections. The game can only load a random number of AI from an //AI.xml// file or all the AI from the file. With that in mind, multiple AI files may be needed. For example, Base City Map has 3 //AI.xml// files. One with 10 large companies, one with 25 large companies, and finally one that has 300 AI companies and is used for the "All" selection and the "Random #" selections.
  
-The //AI.xml// contains all the behaviors, data, and starting information for AI companies. The actions of the AI are based on the variables presented in the //AI.xml// file. All data is moved from the xml file to the save game. So any changes made to the //AI.xml// will require a save game.+The //AI.xml// contains all the behaviors, data, and starting information for AI companies. The actions of the AI are based on the variables presented in the //AI.xml// file. All data is moved from the xml file to the save game. Any changes made to the //AI.xml// will require a save game.
  
-Finally, one of the variables for an AI company is the Head Quarters ID, or hqID. The hqID value corresponds to the cityID value in the //City.xml// files. As such, AI files can only work with maps that share the same CityID's. For example cityID 5 on //Classic Map// is London, but on //Base City Map// it is San Diego. So if an AI file from //Classic Map// was used in //Base City Map// all companies based in London would actually be based in San Diego... The exception to this rule is if you only add new cities to an existing //City.xml// file at the end of the list. For example, if there are 206 cities, you can add 207th and use the same AI file as long as the new city's ID is 207.+Finally, one of the variables for an AI company is the Head Quarters ID, or hqID. The hqID value corresponds to the cityID value in the //City.xml// files. As such, AI files can only work with maps that share the same CityID's. For example cityID 5 on //Classic Map// is London, but on //Base City Map// it is San Diego. So if an AI file from //Classic Map// was used in //Base City Map// all companies based in London would be based in San Diego... The exception to this rule is if you only add new cities to an existing //City.xml// file at the end of the list. For example, if there are 206 cities, you can add 207th and use the same AI file as long as the new city's ID is 207.
  
-There are also some advanced options in the [[modtools:cityeditor| City Editor]] that will take care of editing AI hqID's for you if you add new cities to a //City.xml// file in between other city IDs. This will however result in a new //AI.xml// file.+There are also some advanced options in the [[modtools:cityeditor| City Editor]] that will take care of editing AI hqID's for you. If you add new cities to a //City.xml// file in between other city IDs, it will automatically adjust the hqIDs. This will however result in a new //AI.xml// file.
  
  
 +\\
 +\\
 ===== AI Variables ===== ===== AI Variables =====
  
-The AI has lots of variables stored in the //AI.xml// files. But it is these variables that distinguish one company from the next. The following will break down the editable variables found in the variable panel ({{ :modtools:aieditor_2_editorv2.png?linkonly |#8 in this picture}}).+The AI has lots of variables stored in the //AI.xml// files. These variables distinguish one company from the next. The following will break down the editable variables found in the variable panel ({{ :modtools:aieditor_2_editorv2.png?linkonly |#8 in this picture}}).
  
  
Line 144: Line 150:
 |Design Export| This adjust how often an AI company is willing to license out their designs to other companies. Higher values means that they are more likely.| |Design Export| This adjust how often an AI company is willing to license out their designs to other companies. Higher values means that they are more likely.|
 |Design Import| This adjust how often an AI company is willing to purchase other company's design license for their own use. A higher value means the AI will use other company's designs more often.| |Design Import| This adjust how often an AI company is willing to purchase other company's design license for their own use. A higher value means the AI will use other company's designs more often.|
 +\\
 +\\
 ===== Examples ===== ===== Examples =====
  
modtools/aieditor.1494696977.txt.gz · Last modified: 2022/02/15 17:58 (external edit)