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ADVANCED Immobile Units AI (Zanzard Lothar)
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Tags: Ai
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0.010 MB
Apr 17, 2013 @ 12:29am
Apr 17, 2013 @ 12:47am
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Description
The ADVANCED Immobile Units AI for AOK does the same job as its predecessors, but it has a completely new proposition for scenario designers. It is meant to be a tool for designers to fine-tune their own AI to their needs and, ultimately, helping designers get into AOK AI scripting. Read on the AI's description, and later on download and edit the AI file.

Current version: 1.1, submitted to AoKH: 17th February 2002.

This AI script is freeware, and can be freely distributed, but the original author has NO RESPONSIBILITY whatsoever to any effects the AI may cause, especially if it is modified.

Thank you for your interest in this AI! This AI does basically the same as its two predecessor versions, however it presents a new idea for the scenario designers. Any scenario can become a better scenario if the author fine-tunes or creates from scratch his own AI files, but many designers find AI scripting a very daunting task.

The ADVANCED Immobile Units AI, unlike any previous scripts, is supposed to be downloaded by the designer and, instead of directly being used, the designer should open the AI in a text editor and MODIFY it for its own needs. To help the designer, the AI itself is full of comments to help guide him in editing his own AI script.

The basic function of the AI is to make all units of any computer player assigned to use this AI, military and civilian, stand still and do nothing. Military units will stay put until enemies approach them, in which case
they will engage their foes. Any unit will obey commands given to them by trigger effects like "task object" or "freeze unit".

NOTE: This AI cannot do ANY of these things, even if it is modified:
-Immobile fish boats (fish boats will not tend to stand still).
-Immobile trade carts or trade cogs (to keep them still, make sure the player with the trade cart has no markets, or docks for the trade cogs, or that this player has no markets or docks to trade with).
-Monks will try to pick up relics provided that they have a monastery and can see the relic.
-If the computer player has a single villager, the villager will not stand still. You need at least three.
-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 or reachable the building is.
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=4206
1 Comments
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x1PMac1x Jan 2 @ 7:02pm 
Can someone please write a script for more commands for your AI allies (i.e. Stop building in my base or behind my walls, build more trade carts, attack a specific enemy, avoid castles, build more walls, etc.) It can get frustrating when AI allies take over my base with useless buildings, or try to jack my resources. They also waste a lot of trash units and knights trying to take out castles. Also, some of the commands don't work even if I tribute resources to my AI ally (i.e. make more villagers), or the AI doesn't build back up after I tribute a ton of resources. What's the point if the enemy builds back up but my ally doesn't?