AI Hero Recruiting
#1
Posted 11 November 2009 - 06:54 PM
So my question is: Would there be some sort of code or script that could make the AI recruit certain heroes more early in-game, and make them revive certain heroes the moment they die (like the Nazgul)? Any help would be appreciated.
#2
Posted 11 November 2009 - 07:30 PM
1. Hero priorities can only be assigned by reducing the rest. No direct number for heroes can be set.
2. After starting the game, the skirmishAI_2 will execute a random skirmish strategy, which is going to influence all of it. SO don't be surprised if what i recommend sometimes works and sometimes doesn't.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#3
Posted 14 November 2009 - 05:30 AM
Now I have another question completely unrelated to what I previously asked and it involves WOTR. When a real-time battle is started on a map, I'm trying to get the armies to start off in different locations. Like for example, one opposing army enters Isengard from Dunland, and another opposing army enters Isengard from Fangorn. I would like to get the army from Dunland to start in the south-west corner of the map, and get the army from Fangorn to start in the north-east. But this is just an example, and I'm going to try and do this for a lot of new maps with their own regions on the living-world map. Is there some INI that controls where the armies start or would I have to go into each individual map with WB and edit some things? I see waypoints in maps saying things like "WOTRGatherPoint_Fangorn_1" and "WOTRSpawnPoint_Dol_Guldur_1", but I'm not entirely sure what they do.
#4
Posted 14 November 2009 - 05:44 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#5
Posted 15 November 2009 - 02:26 AM
This is for RJ-Rotwk btw. I'm led into thinking and attempting something else for the AI.... In WOTR mode, I'm trying to solve the occasional problem where 2 AI players build their bases in similar spots, whether they be allies or enemies. I thought I'd make new maps for WOTR mode, being the same as the original maps, but with more player_start waypoints and altered farm template locations for the AI to build. I started with the Wold map, saving the map as "wotr map wor wold" to avoid overwriting the original map, which is "map wor wold". I went into livingworldregions.inc to change the map the region links to and it works perfectly. But now the AI will only build farms on this map in WOTR mode, but will work fine on this map in regular Skirmish. The map was saved with all my other custom maps in "C:\Documents and Settings\<me>\Application Data\My The Lord of the Rings, The Rise of the Witch-king Files\Maps," so I decided to place it with the other RJ maps in "C:\RJ_RotWK_1_06\maps." Now the map won't appear in the list in regular Skirmish mode, and the AI will still only build farms on the map in WOTR mode. I then tried to put the map with the other maps in the Maps FinalBIG document in "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king," but still got the same result. Hmm.... I just want to get the AI working on the map in WOTR mode and don't really care if it doesn't show up in Skirmish, since the map is solely for the AI players not building their bases in similar spots. Does anybody know why they are not working?
Edited by oblivionator, 15 November 2009 - 02:30 AM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users