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This drop down lets you quickly set the AI Company's skill ratings automatically. The drop down box will list logo files available in the selected logo folder for quick access to the proper filename. Any new logos for the game must be placed in a zip file before use. The first box is where you can type in the filename of the logo. However if you start in 1949, that company will be in the game. For example, if the death year is 1950, and you start the game in 1951, that AI company will not be in the game. This is the year that the company is no longer in the game IF you start at a later game date.
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This is the year in which the AI company will appear in the game. If you select a city which does not exist in the City.xml file, the AI company will experience errors which could crash the game. If you have loaded a City.xml file, the cities should be in the drop down box for you to choose from. This value corresponds to the City ID for the City.xml file. The drop down to the right allows you to quickly select the ID of an existing company. Any other value a marque of the Owner ID company. If the owner ID is set to the same as the company ID, then the company owns it self. This is the AI ID of the AI that owns this company. You can put more, but it may cause text formatting issues. 26 characters is consider the soft maximum. It's typically how you'll see companies in the game. This is a non-editable value that is used to uniquely identify an AI entry inside the game. 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.
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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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