Guest crd_polaris Posted December 20, 2001 Share Posted December 20, 2001 How do you make the AI do what you want in SWGB. Is there anyway to modify it? Link to comment Share on other sites More sharing options...
Guest crd_polaris Posted December 20, 2001 Share Posted December 20, 2001 just to clear that up... Link to comment Share on other sites More sharing options...
lord_adelgard Posted December 20, 2001 Share Posted December 20, 2001 with scripts. If u know a bit in prog u can modify them. Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted December 20, 2001 Share Posted December 20, 2001 By scripts he mean triggers. For maximum control using triggers, I suggest you turn off the standard AI in the game. Link to comment Share on other sites More sharing options...
Jagund Posted December 21, 2001 Share Posted December 21, 2001 On the comp AI thing. Is there any way you can replace the standard AI behaviour for random skirmish games. I know you can use AI scripts for scenarios you create in the editor but is there anyway you can use a customised AI script instead of the standard Civ ones in random matches. The standard AI scripts are not as good as the AoK ones and I'm sure they could be replaced with better ones. Link to comment Share on other sites More sharing options...
Guest IdLe_WorkeR Posted December 21, 2001 Share Posted December 21, 2001 Yes, it is done the same way as in AoC. The substitute scripts go in the AI directory in the game. Right now, most of the tutorial help available for AI is derived from AoK. Go to SCNPunk to see what is available both under AoK and SW:GB. http://scnpunk.heavengames.com/ In the sub-sites for AOK and SW:GB, you will find a few articles on the AI. You can either extract the AI shipped with the game and modify it, or write your own AI. A number of folks took the latter approach with AoK. Their work is posted here under AI files: http://aok.heavengames.com/blacksmith/ See also this article by Stoyan Ratchev. The utilities written by Mr. Ratchev do not work with SW:GB because of format changes by Lucas Arts, but you get a good idea what is possible from the article. http://www.mrfixitonline.com/readPosting.asp?PostingId=5706 Finally, I have written an article about the structure of the gamedata.drs file, and directly extracting the game AI from the file. You can find it posted here: http://www.mrfixitonline.com/readPosting.asp?PostingId=662632 Also, the extracted ai is available as one giant web page in the scenario editor articles section of SW:GB Heavens games. You can find that here: http://swgb.heavengames.com/scenarioeditor.php Enjoy! Link to comment Share on other sites More sharing options...
Jagund Posted December 21, 2001 Share Posted December 21, 2001 Thanks. It was that final bit about selecting the AI from the player selection option that I was missing. IdLe_WorkeR, do you know if there is a utility around any of the SWGB forums for producing the individual AI files from the SWGB GAMEDATA.DRS? I know the AoK ones do not work because of the different length of the DRS header. Its not much of a problem because you can do a manual extraction but a bit tedious. Link to comment Share on other sites More sharing options...
Guest crd_polaris Posted December 21, 2001 Share Posted December 21, 2001 Thanks for the info Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted December 21, 2001 Share Posted December 21, 2001 Just open gamedata.drs with wordpad and copy/paste the AI. Or, go here for an online copy of the AI. Link to comment Share on other sites More sharing options...
Zygomaticus Posted December 23, 2001 Share Posted December 23, 2001 this is gonna be realllllly useful:D Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted December 23, 2001 Share Posted December 23, 2001 And a complete copy of the RMS in the game is also found at SWGB Heaven. A complete guide for RM scripting and the complete list of objects and terrain used in RMS are found at SCN Punk, particularly here. Link to comment Share on other sites More sharing options...
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