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Thread: Automatic Turn Program

  1. #1

    Default Automatic Turn Program

    I know that there is this program for most versions of RTR and its mods, that allows the AI to take control for a set amount of turns. And ive heard that EB has its own version of this program, is there anyway they could release it to the public for any people who wish to experiment with it?

  2. #2
    Member Member Bonny's Avatar
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    Default Re: Automatic Turn Program

    that's afaik not only a programm for RTR, it's a command for RTW

    try this (i haven't tested it, just read it somewhere else)

    In your shortcut properties add -ai at the end of the line to have the game play itself. makes it easier to just sit back and watch the game unfold.


  3. #3
    Krusader's Nemesis Member abou's Avatar
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    Default Re: Automatic Turn Program

    Someone made a thread on how to have an AI only game, but I can't find it. He posted some images on the progress of the game in the map thread as well.

    Who knows, it may be just as simple as Bonny stated.

  4. #4

    Default Re: Automatic Turn Program

    Two different things. -ai games are easy - but don't use the script. 'perfect spy' I think is the deal where you can switch factions mid-game. I have no idea how to make that work though.

  5. #5

    Default Re: Automatic Turn Program

    Alright thanks guys iel try this and see if it works, but if anyone knows of other ways to do this please post.

  6. #6

    Default Re: Automatic Turn Program

    A couple of things.

    First, you can use the -ai command in the same way you use -show_err. This just allows the AI to permanently control the "local faction".

    Or, which is more of what I think you were talking about, there is a script for BI where you enter the dates of when you want to start the AI controlling your faction and when you want them to stop so you can take over again. I haven't seen it used for RTR, though I imagine it's pretty easy to adapt. Using it for EB, though, would be a bit more difficult due to the scripts that are already in place.

    All the latter mod does is use the "control [faction]" command continuously so that the player doesn't get a chance to take control of their chosen faction, instead the AI controls it until a set date. This allows more control over the -ai command, as, from what I've experienced, you can't re-gain control of your faction after you set the -ai command (though I may have don't something wrong). It would be good for checking the AI expansion without any player interference, though.

    Unfortunately, I don't have a link to the mod. You'll have to check the BI mods either here at the Org or over at TWC.

  7. #7
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Automatic Turn Program

    Here it is BI Year Jump mod By Epistolary Richard
    Be aware however that the script requires an emergent faction to work so will not work with RTW 1.5 only BI 1.6 which is a shame.

    Hopefully The Unofficial Late Period Project will provide some variety to the starting positions
    Last edited by Simmons; 06-12-2006 at 03:57.

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