Originally Posted by
burntonion
I've been looking more at deciphering the KeeperFX source instead of adjusting values purely via trial and error. Personally I don't know professional programming languages, I'm a hobbyist that knows Game Maker, so it's been challenging.
Attck1 Process
; Requires EnEntrn1 Check, will not execute until after EnEntrn1; will not execute if Attck1 is already currently running.
; The process has multiple conditions in order to execute.
; <priority> - priority
; <percent_creatures> - percentage of AI's available creatures that will now be compared against <creatures_required>; "available" means not knocked out, etc.
; <creatures_required> - compare this amount of required creatures against the amount of creatures defined with <percent_creatures>
; <percent_attracted_requirement> - AI's attracted creatures percentage must be higher than this percent; attracted creatures percentage is defined by [active creatures out of MAX_CREATURES]
; <#> - unused?
Either the requirements listed by those values are being checked every 100 game turns (how long the fastest possible Attck1 execution takes), or it's taking that many turns to compute a path.
AttckSafe Process
; Same as Attck1 except it has an extra requirement for the second value
; <percent_enemy_strength> - only executes attack when [target enemy creature amount increased by <percent_enemy_strength>%] is less than AI's creature amount
I don't know how exactly this gels with the rest of the values, I'll look at it later.
EnEntrn1 Check
; Returns position of entrance belonging to most hated enemy
; Opponent must have an entrance in order to be targeted
.