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Immobile Units AI GOLD (Zanzard Lothar)
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Tags: Ai
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0.002 MB
Apr 17, 2013 @ 12:27am
Apr 17, 2013 @ 12:47am
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Description
The author would like to thank the Rasher, Herodotus, Magnus and Ingo Van Thiel for the help they provided in making the first Immobile Units AI.

This AI is supposed to make the AI's villagers and military units stand still doing nothing.

If enemy units come near the military units of the AI, the military units will move and attack the enemy units and then stand still again if the enemy units leave their sight or are vanquished. Military boats also should behave like this.

Kings, villagers and transport ships of the AI will stand still and will try to run away if attacked. Units of the AI will execute orders given to them by triggers (at least most of the time).

Feel free to use this AI in any scenario of AOK, and feel free to edit it to suit your needs. The author is not responsible for any problems created by edited version of this AI file.

The Immobile Units AI comes with an extra feature: you can choose one of the 8 different kinds of behavior that the AI units will have about ranged units. To choose one of these, go to the "Terrain" tab of the map editor and under "Ai map type" choose one of the following:

Archipelago: Ranged units tend to fight in a hit-and-run manner.
Baltic: Units try to dodge enemy missiles that are shot against them.
Black forest: Units try to do both of these 50% of the time.
Coastal: Ranged units tend to fight in a hit-and-run manner and units try to dodge enemy missiles that are shot against them 50% of the time.
Continental: Ranged units tend to fight in a hit-and-run manner 50% of the time amd units try to dodge missiles that are shot against them.
Fortress: Ranged units tend to fight in a hit-and-run manner 50% of the time.
Gold Rush: Units try to dodge enemy missiles that are shot against them 50% of the time.
Highland: Units will always try to do both of these things.
Any other map: Units will mostly not try to do neither of these.

If the units are set to try to dodge enemy missiles shot at them, they will probably succeed more with slow shots, like trebuchets and mangonels, than with fast ones, like archers.

The TRUE map type does not matter with the Immobile Units AI. For example, you can create a water-based map and choose the "black Forest" setting for the AI type without any problems, just as you can create a land-based map and choose the "archipelago" setting for the AI.

What Immobile Units AI GOLD cannot provide:
-Immobile fish boats (fish boats will not tend to stand still).
-Immobile trade carts (to keep them still, make sure the player with the trade-cart has no markets, or that this player has no markets to trade with).
-Trade cogs will behave just like trade carts, though they trade with docks.
-Monks will pick up relics provided that they have a monk and a monastery and they can see the relic.
-If the computer player has a single villager, the villager will not stand still.
-If the computer player has a king and a building that can be garrisoned, then the king will try to garrison at this building, regardless of how far the building is from the king.
In case you want a workaround for these problems, check out these two articles at the TSuniversity:
http://scnpunk.heavengames.com/tsunamistudios/tsu/articles/triggertricks/medium/a-relic.shtml
http://scnpunk.heavengames.com/tsunamistudios/tsu/articles/triggertricks/medium/a-freezing.shtml

This file was originally hosted at Age of Kings Heaven and is still available there along with many hundreds of other files. It is hosted here with the author's explicit permission. Registration is not required at AoKH to download. http://aok.heavengames.com/blacksmith/showfile.php?fileid=4167