5/17/2023 0 Comments Gearcity edit save![]() ![]() ![]() This will however result in a new AI.xml file. If you add new cities to a City.xml file in between other city IDs, it will automatically adjust the hqIDs. There are also some advanced options in the City Editor that will take care of editing AI hqID's for you. 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. 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 cityID 5 on Classic Map is London, but on Base City Map it is San Diego. As such, AI files can only work with maps that share the same CityID's. The hqID value corresponds to the cityID value in the City.xml files. Any changes made to the AI.xml will require a save game.įinally, one of the variables for an AI company is the Head Quarters ID, or hqID. All data is moved from the xml file to the save game. The actions of the AI are based on the variables presented in the AI.xml file. The AI.xml contains all the behaviors, data, and starting information for AI companies. 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. For example, Base City Map has 3 AI.xml files. With that in mind, multiple AI files may be needed. The game can only load a random number of AI from an AI.xml file or all the AI from the file. 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. The mod files can override this action, by supplying the game with its own list of AI files and numbers of AI to load. 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. ![]()
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