AI Help -1 reply

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Wizardington

For the New Republic!!!!!

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8th June 2007

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#1 9 years ago

How do i get an added faction to do somthing in GC, besides having tactical AI? I already tried eons more AI mod, and it didnt work, any help?




eons

Warrior of Time

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27th February 2009

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#2 9 years ago

What are you looking for them to do? Yeah that mod is heavily outdated, I've been researching on improving AI, and have made a lot of headway.




Wizardington

For the New Republic!!!!!

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8th June 2007

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#3 9 years ago

have gc AI, where they build units, buildings, and attack the human player




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#4 9 years ago

You can assign it "basic rebel", then make sure you have a slicer. And code in units for the faction, and make them available during the tech levels. You may have to put the names of the new factions units(mostly buildings) into the .lua files, except where it calls for "infantry" or " vehicle."




Wizardington

For the New Republic!!!!!

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8th June 2007

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#5 9 years ago
Sidious Invader;4966197You can assign it "basic rebel", then make sure you have a slicer. And code in units for the faction, and make them available during the tech levels. You may have to put the names of the new factions units(mostly buildings) into the .lua files, except where it calls for "infantry" or " vehicle."

Im sorry to say this didnt work either....., is there any other way to get it to work???




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#6 9 years ago

Basicrebel, Basicempire, and Underworld_player are all basically the same units with the exception of tech levels, and corruption abilities. That is where they differ. About 90% of the AI is the same for the factions. Though you were not able to duplicate it, I have. When time allows I'll write a tutorial at Alpha Blue.




V.

For Vendetta!

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1st April 2008

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#7 9 years ago

I wish were the Time here. Could be really helpful :nodding:




Wizardington

For the New Republic!!!!!

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8th June 2007

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#8 9 years ago

any other suggestions anyone?




eons

Warrior of Time

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27th February 2009

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#9 9 years ago

In order to alter anything the AI is building you must first go and alter the scripts controlling each tactical AI. Such as upgradestarbaseplan. This is found within the scripts folder. In order to open these files you must first have the source mod folder which comes free with the Eaw map maker. If you add your buildings to any of the corresponding AI scripts such as buildscannerplan, then during the conquest the AI will search that script to see its build options. This wasn't included in my last mod, but will be in this one coming up. Happy hunting :)




eons

Warrior of Time

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27th February 2009

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#10 9 years ago

As a side note this also works for building new turrets as such.




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