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Fordítási probléma jelentése
Is this the repository you use for the mod? https://github.com/Retherichus/AoModAI
It has the right name, but I only see one contributor on the git history, which makes me think the real repository is hosted elsewhere.
My wife and I play together often and really like this, but like many people here have mentioned, there are a few nice to have improvements and I was hoping to make a few pull requests to implement the ones I would really enjoy.
Also, if you don't mind - I'm not sure where I would find the tooling for coding in this. How do you test / debug?
In the documentation on the xs language, it appears they recommend you use the actual game to debug, using the editor mode [ https://ugc.aoe2.rocks/general/xs/programmer/#11-in-a-custom-scenario ]. Surely that can't be right? That would be incredibly cumbersome and take forever, I must be missing something here.
https://steamuserimages-a.akamaihd.net/ugc/2510263965571967627/7AD80A69EFFDD67F90551DB921738632FD677E18/
I had 2 questions:
1) Is it possible to make the AI not idle villagers on cleared-out islands, on water maps? And have them move to un-mined islands?
Once the resources are gone, they just... tend stand there, with dozens of villagers doing nothing. A way to make them head to other islands when this happens, if at all reasonably possible, would be great!
2) Is there any way that I could re-add some degree of handicap back to them, for a greater challenge? I can do that with the vanilla AI files, but AoModAI's are too different.
I ask because the Titan +100% handicap increase is too big a difficulty spike (while Hard is generally too easy/exploitable).
*I also noticed the AI doesn't seem to build more than 1 dock on water maps (which cripples their ship output) or intentionally build towers close to the shore, but I imagine this might be tricky to implement. Figured I should mention it, in the off-chance you weren't already aware.
i have a question, it's normal in all game i m focusing by the AI? i put 6 AI "2vs2vs2" but everyone want to kill and they rush my base all the time.
First of all, I must say I have been enjoying this AI for so many years now. Really appreciate work that's been put into this project.
As AIs battling each other it came to my attention that there are some minor tweaks in micro. For instance when it's clearly possible to destroy an enemy TC(in the main base or not), AI units are just stalling around and targeting other enemy units only and that just really slows down all the progress. Even in some cases the defending AI will recover from the attack because of the slow progress! It's just a bit annoying. I don't know how you can prioritize TCs though.
and change the extern bool bWallUp = true;extern bool gWallsInDM = true; extern bool bWallAllyMB = true; all of then to false,
they may still do walls sometimes but they will not be "Forced" to always make walls.
king of the hill is supported for aomod and it supports the default map, but we don't know a way to make it automatic detect its a king of the hill map, so if you make a custom king of the hill map you need to add support manually editing the files of the AI.
you custom map can be a mix of all of the above, for example the settlers random map from the workshop starts without a town center, and with a boat, so the ai will run the migration script with the nomad script, it will first migrate and then run nomad script.