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Check ai_city.wallvalue semantics
The comment near this value says: "how much it helps for defenders to be ground units". Some other comments tell us that this value used to have various values in soe former versions. Currently assess_danger() sets this value to either 90 (if there is any potential unit that by a pathfinder's path or by paradropping seems to be able to get to the city) or 5 (if no danger is visible to the "omniscent" dummy). Then:
- assess_defense() that is called from many places multiplies the unit's defense on floor(sqrt(wall_value / 10));
- dai_process_defender_want() multiplies
desirefor a unit (basically, its squared rating without effects) if it is not a "BadCityDefender" on wall_value, so 1/2 if the city is not threatened and 9 if it is. I can't see any connection to "BadCityDefender" flag since it's already figured out in
desirefor not calculating firepower, we should just halve the unsquared
desirecuz it also doubles the attacker's attack.