Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Anyone modifying the AI?
I can't seem to ge the debugger to run. I tried modifying the user profiles to the old settings (+showechos, etc) but it just crashes. Anyone have success in getting this to work now that its on Steam?
Last edited by YouCanCallMeTim; Nov 17, 2020 @ 10:11pm
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Showing 1-15 of 35 comments
Loggy Nov 4, 2018 @ 3:09am 
The old old instructions for setting up the debugger and a profile that plays as the AI worked for me. Not sure what to suggest, phone makes trying to help more a bit hard sadly.
DeMOiX Nov 11, 2018 @ 12:16pm 
Open your profile (e.g. default.prf) with an editor (e.g. notepad) and edit the playerid 0 data:

a) insert "aomxai010 standard.xml" or "aomxai030 aggressive.xml" or any other AI script (find at AI2 folder) as the aiscript value
b) set the type value to 1
c) set the civilization value to the civilization you would like to play (e.g. 2 is Hades, 9 is random)
Your playerdata section for playerid 0 should look like this:

<singleplayerrandommapdata>
<playerdata>
<playerid>0</playerid>
<aiscript>C:\(your patch)\Age of Mythology\ai2\aomxai010 standard.xml</aiscript>
<type>1</type>
<civilization>2</civilization>
</playerdata>

d) save the file
e) start the game
AI play for you and you both share control one civ.

You can do with any AI script like Admiral AI or AoMOD aswell.
YouCanCallMeTim Nov 26, 2020 @ 8:15am 
What I am trying to do is bring up the debugger while the game is running so I can see the status of all the plans. I have an AI that was built years ago that I wanted to tweak again. It blows the standard AIs away. I hear that with the Steam version, the AI is no longer accessible. True? (yes its been a long time :-)
Loggy Nov 26, 2020 @ 8:17am 
The console is not accessible but the XSDebugger gadget which allows you to view plans still works.
YouCanCallMeTim Nov 26, 2020 @ 8:23am 
How do I get that? I see they are still releasing scripting enhancements which would make me think there would be a decent way to test and debug. The scripting I did was before the Steam version, so I was used to popping open a debug window mid-game, pausing, examining variables, etc. Can the gadget still do that? I started hosting games with my new AI for people to play against and have gotten pretty good reviews...was hoping to work on it some more. Any pointers or docs would be great. thanks!
YouCanCallMeTim Nov 26, 2020 @ 8:25am 
Loggy - are you on the AOM team? Or are you a civilian writing code?
Loggy Nov 26, 2020 @ 8:36am 
Make Age of mythology/startup/user.cfg if it doesn't exist.

Copy and paste the following:

aiDebug
showAIEchoes
developer
showAIOutput

In age of mythology/startup/game.con, add the line

map ("alt-shift-d", "aidebug", "gadgetToggle(\"XSDebugger\")")

Then alt+shift+d to pop up the debugger (you can change if if you want, it's just what I use) brings up the debugger.

map ("alt-q", "aidebug", "AIDebugInfoToggle")

This brings up the dropdown menus at the top of the screen that lets you look at plans etc.

And no, I'm a mere dabbler who has messed around with how the game works in the past. I have nothing to do with writing the actual game.
Last edited by Loggy; Nov 26, 2020 @ 8:37am
YouCanCallMeTim Nov 26, 2020 @ 9:56am 
Thanks so much!!! Will give this a try later. Are you much of a player? Interested in seeing what the newAI looks like? Happy to host a game for you (and friends)
YouCanCallMeTim Nov 26, 2020 @ 11:36am 
You rock!!! Thank you so much!

Loggy Nov 26, 2020 @ 1:41pm 
Glad to help, and I'm interested what might come out of newer AI scripting... :P
YouCanCallMeTim Dec 8, 2020 @ 11:22pm 
Hey Loggy - do you know where I can get an updated list of the game constants? I have the old docs but I think they changed some of the values. The doc would look like this:

const int cUnitTypeGiraffeofSet=610;
const int cUnitTypeKrakenSPC=611;
const int cUnitTypeSavannahTreeBurning=612;
const int cUnitTypeWonderSPC=613;
const int cUnitTypeUnit=614;
const int cUnitTypeShip=615;
const int cUnitTypeBuilding=616;
const int cUnitTypeMilitaryBuilding=617;
const int cUnitTypeEconomicBuilding=618;
const int cUnitTypeDropsite=619;
const int cUnitTypeResource=620;
const int cUnitTypeHuntedResource=621;

I've been searching but have not found anything current.

YouCanCallMeTim Dec 8, 2020 @ 11:24pm 
Based on the data I am seeing, cUnitTypeBuilding which my doc says is 616, is actually 937 based on the debugger output.
Loggy Dec 9, 2020 @ 6:29am 
To my knowledge there isn't any list of them, but as you have probably discovered you can forcefully get them with a bit of help from the kb functions that print the names of the IDs.

(The list is dynamically generated when you start the game, it simply goes through the proto in order assigning incremental IDs and then does unittypes after that).

Definitely safest to use the constants and NOT the values for this reason...
Last edited by Loggy; Dec 9, 2020 @ 6:29am
YouCanCallMeTim Jan 14, 2021 @ 5:11pm 
Hey Loggy - Got another one for you....Do you happen to know how to make the AI "Ring the Town bell"?
Loggy Jan 14, 2021 @ 7:31pm 
Unfortunately not, sorry :(

There's definitely SOMETHING that does it though...
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Date Posted: Nov 3, 2018 @ 12:28pm
Posts: 35