Hm I think I figured it out.
Yeah I noticed your requirements in the AE code look.. odd.. :| Missing a few universal AE standards but glad you figured it out.
Oh, now you got me curious, what was/is missing? All that really changed is, from
GameData["requirements"]["required_1"]["is_display_requirement"] = true
to
GameData["requirements"]["required_1"]["hide_the_button_when_failed"] = true
so I presume that whatever was missing, still is. Even though the ability and requirement now work exactly like I want them to so I guess it wasn't something essential?
(And, of course, I wasn't working with the code, I'm just pressing buttons and copypasting things in Corsix' mod studio
)
2. I have Inquisitor Toth as part of the Marine army... I gave him Orbital Bombardment and WotE, what should I do to make AI use them?
For Toth's Orbital Bombardment use the same code used by the SM Force Commander as he also has an Orbital Bombardment.
Yeah I realize he does, I just couldn't set up a personal tactics file for Toth because I just didn't know how that works, couldn't get it to load properly. I just figured it out now, though, and it works.
I'm just very newbie to this and I am just learning how it works by reading the code itself... so it takes a while. None of the online resources I've been able to find are very, hm, comprehensive.
3. Is there a way/command with which I can specifically order the AI to reinforce a given unit, perhaps as part of the initial build order? If not, how do I make it a greater priority for the AI? It insists on reinforcing some shitty marine squad before it starts on the GKs...
Yep.. you can create a tactic for the GreyKnights and use the Reinforce() function call and set it to true. You'll notice the Chaos Cultist have such a script but its meant to drastically restrict them so the AI doesn't reinforce them too much.
Yup, that worked! Thanks. Once I learned to set up unit-specific tactics files, that was easy.
Hm. I'm reading your Dawn of War AI wiki information
http://dow.finaldeat.....AI&v=19p.htmlApparently in unitstats.ai you say there should be something called "attack_role". But when I look into the actual files, neither in unitstats.ai nor in (race)unitstats.ai do I see a field such as "attack_role". Example entry:
name = "Khorne Berzerkers",
sbp_name = "chaos_squad_khorne_berserker",
ebp_name = "chaos_khorne_berserker",
class = UnitStatsAI.UC_HeavyInfantryMed,
rating = 4.0,
potential = {
{
name = "chaos_bolt_pistol_khorne_berserker",
effectiveness = GenerateUnitEffectiveness(3.3,3.3,3.3,3.3,2.9,0.8,0.0,0.0,2.9,1.8,2.5,3.1,1.5,0.0),
range = UnitStatsAI.RT_Ranged,
},
{
name = "chaos_khornate_chainaxe",
effectiveness = GenerateUnitEffectiveness(6.0,6.3,6.3,6.3,6.3,4.6,4.2,3.5,5.4,3.5,5.3,3.1,2.5,0.0),
range = UnitStatsAI.RT_Melee,
},
}
},
No attack_role. What am I doing wrong?
This is a shame, because I would love to set GKs to multirole, and have them fire storm bolters at light infantry but go in with their halberds at such targets as commanders or daemons. I don't know how to make it happen though... advice would be good.
Also, what's the difference between those two files? I see unitstats.ai duplicates the information that is also in all the (specificrace)stats.ai files, can you tell me why?
Last but not least: thank you, I appreciate the help.
Edited by Markus Ramikin, 19 March 2010 - 12:21 PM.