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Thread: Conditional human v ai player? Help pls.

  1. #1
    Member Member Razor1952's Avatar
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    Default Conditional human v ai player? Help pls.

    Is there a conditional which allows you to build troops etc depending on human player or Ai player?
    Such is life- Ned Kelly -his last words just before he was hanged.

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Conditional human v ai player? Help pls.

    er, I don't really get the question?

  3. #3
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Conditional human v ai player? Help pls.

    I think he is asking if we can set a requirement for the building of a unit based on whether or not at the time the building is controlled by a human player or an AI player. If so, I am 99% sure the answer is no.
    Cogita tute


  4. #4
    Member Member afrit's Avatar
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    Default Re: Conditional human v ai player? Help pls.

    I agree with Khelvan.

    However, this can be simulated by making the units faction-specific and then changing the faction for each campaign. I did essentially that for my presto mod.

    @Razor,
    I'm curious to what you intend to do with such a conditional.
    The plural of anectode is not data - Anonymous Scientist

    I don't believe in superstition. It brings bad luck. - Umberto Eco

  5. #5
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Conditional human v ai player? Help pls.

    Yes, the way to do it would be to have a seperate descr_building file for each faction, and change it depending on which faction ur playing.

  6. #6
    Member Member Razor1952's Avatar
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    Default Re: Conditional human v ai player? Help pls.

    As surmised above there would be many uses, primarily it could be used as a tool to push the ai to build and recruit things, a sort of proxy ai programming. The AI may be made to behave in ways not intended by CA..., I'm sure there are plenty of other uses I havn't thought of.


    for example

    recruit "egyptian peltast" 0 requires factions { egyptian, } and requires human_player

    or

    recruit "egyptian peltast" 0 requires ai_player


    I was inspired by many of the threads on this forum and had decided on my own mod from these ideas

    #1.Use Afrits unique Presto mod, but combine it with the ai getting instant or educed time unit production. (so human has normal build times unless he gets $$$ to get quicker unit building).

    #2. I thought it would be cool to extend this idea to buildings

    Having cogitated on #1 and #2 I thought maybe rewriting the appropriate txt files with human vs ai player conditionals would achieve the same thing.


    For the record I also decided to include these ideas in my personal mod

    #3. Dearmads mod where peasants and low level troops become less buildable as a city grows

    #4 As discussed with Oaty give law bonuses to defenses also increase towers to +2 for all walls, hopefully this will help the ai defend against human player.

    #5 A la Frog et al. give poulation bonuses to early towns/cities and reduce farm build times.


    Overall human/ai conditionals would be IMHO more elegant and flexible than seperate descr_files for each faction or Afrits' Presto approach.
    Such is life- Ned Kelly -his last words just before he was hanged.

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