Subject: Schildgenerator ??
Yes you are right Mal. But the strange thing is that the monopole mine's portrait is called shield in v1.0 demo too. I don't understand this at all
By the way, I found AI related debug texts in the demo v1.0. Maybe somehow the debug mode can be turned on. The game also creates an ai_log.txt if debug is on. Here are some of the AI debug texts:
Unit AI texts:
- Decide if %s should make desperation attack on %s
- %s is doomed anyway, so attack
- Enemy is not threatening a valuable building.
- enemy is inside a fixed defense's range
- No fixed defenses to shelter unit, so attack.
- Found a fixed defense to shelter behind, don't attack.
Rocket Launcher related AI texts:
- Choosing square for %s to attack [%i,%i]
- Chose [%i,%i], projected damage %i %s at [%i,%i] firing on %s at [%i,%i] fire delayed.
- Support fire. Projecting overall losses: %i friendly, %i enemy Check attacks.
I seen this in the v1.0 demo an hour ago: the Rocket Launcher was out of shooting range by one square. The game AI shoot into the ground that was in his range, and damaged my vehicle with it, as the Rocket Launcher's bullet hits two squares. Clever...
more Unit AI texts:
- Staying to attack despite probable destruction.
- Maintain an attack reserve. (the AI keeps one bullet to shoot us in our turn! as it's sentry is on)
- Completed Kill Unit task.
- Notifying %s that task is finished
- Advance to attack nearby enemies.
- Find defense location for %s
- Task spot: add unit
- Task spot: parent complete
- Completed attack task.
- Initializing attack on
- Waiting to attack
- Sneaking toward
- Advancing cautiously toward
- Advancing toward
- Finding enemies which protect %s at [%i,%i]
- Merging attack tasks.
- Target not visible, changing from Attack to Search.
- Re-assess which enemy units protect others
and tons of other AI related strings in there to see
Some source file names (with tons of debug text for them):
- strobj.cpp
- ai.cpp
- ai_build.cpp
- ai_explr.cpp
- ai_move.cpp
- ai_playr.cpp
- commo.cpp
- flicsmgr.cpp
- gamemgr.cpp
- hash.cpp
- inifile.cpp
- mssgsmgr.cpp
- paths.cpp
- remote.cpp
- resrcmgr.cpp
- smartlst.cp
- smartptr.cpp
- smrtarry.cpp
- smrtfile.cpp
- soundmgr.cpp
- unitinfo.cpp
- unitsmgr.cpp
Log files if Debug ON:
- team.log
- ai_log.txt
Tamas Kleiber
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