STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Expanded: Fall of the Republic 1.5 | 64 bit (Updated July 26th)
Numenor 23 Jun, 2024 @ 8:07pm
How to edit Non-Playable Subfactions AI?
To simply put it I want to make the Republic Sector Forces aggressive like the CIS subfractions like the Trade Federation / Techno Union / Commerce Guild / Banking Clan, etc..

I went into the the 32470\1976399102\Data\XML\AI\Players folder and edited RepublicSectorAIPlayer.xml file so that it is identical to the RepublicAIPlayer.xml.

That way in theory the Sector Forces should have the same AI as the main Republic faction. But that didn't work so I went into 32470\1976399102\Data\XML\AI\Templates and edited the RepublicEAWXTemplates.xml file so that it had the same parameters turn on as a regular faction similar to GenericEAWXTemplates.xml file.

The Sector forces now attack and will build up their forces now... but they don't do it as aggressively as other factions, where they only spend their money like once every 5-10 weeks. They only counter attack like once every 10-15 weeks. While the CIS factions are actively spending all their money every every week and will take 1-3 planets each with the occasional halt to built up their infrastructure score. The main Republic faction isn't as aggressive as the CIS factions, but at least they actively spend their money each week, and will attack every 2-3 weeks that passes by.

What other files do I need to edit to make the Sector forces more aggressive similar to the main Republic faction?

I looked through Factions.xml and it say every faction uses <Basic_AI>GenericAI</Basic_AI>, which indicates that there has to be a AI template override somewhere to tell them to use different AI templates in the AI\Players folder.