#Advanced DoW AI team announcement#
Working with Dark40k, he devised an alternative cpuprequiste logic which now allows mod teams to have dynamic addons that lock/unlock items in the build/tech tree. Before, if a mod had multiple addons but only a select few could be built thus unlocking some things while locking out others, the AI would cause "prereq errors" in the console and generally not work correctly after such addons were built. That is now fixed.
I will propose we add the new AI scripts to the official 3.10 SS Advanced AI when Relic gets off their bums to release the first SS patch.
I have already tested the new Dark40k script additions with and without mods that needs it AND whole both kind of mods are running and it works flawlessly.
Thanks Dark40k for this new code addition -- so many mod teams were waiting for this breakthrough!
Advanced AI *NOW WORKS* with dynamic building addons!
Started by thudo, Oct 15 2008 03:59 PM
2 replies to this topic
#1
Posted 15 October 2008 - 03:59 PM
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#3
Posted 15 October 2008 - 04:45 PM
Not specifically, Dark40k's new prereq AI code does allow the AI to access parts of a mod's build/tech tree once thought impossible because DoW Addons are NOT as flexible in the AE as researches are. Now this new script supersedes this. The prereq issue we had with the AI before was in its inability to build unit types.. researches, buildings, and other addons did not seem to be effected although all mods that used such dynamic branch addons did not unlock anything other than new units based on a specific addon.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
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