I've been working on a mod that doesn't use TA units. I've setup a defense script to spawn them and that works well enough but I'd like to get the AI working with the units.
Regardless of setting up a default.txt weight/limit file nothing happens, AI's starting unit (mod "commander") just sits there and doesn't do anything.
So whats required to get NON-TA units to build things in Solo AI games?
Getting custom Non-TA AI to build - SOLVED!
Getting custom Non-TA AI to build - SOLVED!
Last edited by Maximum on Tue Dec 09, 2008 10:14 pm, edited 1 time in total.
- zuzuf
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AI speed depends on AI level (in easy mode, AI is very slow).
For each of its unit, the AI chose an order depending of the type of unit.
For builders it chose randomly (but using some dynamic weights) in the unit build menu something to build if it looks interesting (it won't build mines everywhere like a few versions ago).
If the AI does nothing it can be because :
_its build menu is empty
_it didn't have the time to "think" (building positioning may fail depending on the unit the AI wants to build)
_a bug ?
For each of its unit, the AI chose an order depending of the type of unit.
For builders it chose randomly (but using some dynamic weights) in the unit build menu something to build if it looks interesting (it won't build mines everywhere like a few versions ago).
If the AI does nothing it can be because :
_its build menu is empty
_it didn't have the time to "think" (building positioning may fail depending on the unit the AI wants to build)
_a bug ?
=>;-D Penguin Powered
Found out what was causing it.
The units FBI tag: "Side=NAME;" has to be identical to the "Side=NAME;" in the /Gamedata "Sidedata.tdf" file.
Spring nor the origional TA cared about this but it seems TA3D does.
AI builds and attacks normally now which is great.
Also I haven't had TA3D version 0.5.11 crash on me while testing so far.
Request - Is there a way you could incorporate having the AI read the Sidedata.tdf 'canbuild' portion like the origional TA did for AI only units?
The units FBI tag: "Side=NAME;" has to be identical to the "Side=NAME;" in the /Gamedata "Sidedata.tdf" file.
Spring nor the origional TA cared about this but it seems TA3D does.
AI builds and attacks normally now which is great.
Also I haven't had TA3D version 0.5.11 crash on me while testing so far.
Request - Is there a way you could incorporate having the AI read the Sidedata.tdf 'canbuild' portion like the origional TA did for AI only units?
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