I'm writing the AI for Knights and Barbarians, a total conversion mod at Heaven Games. Anyways. Currently I'm working on improving how the AI acts on the Ceylon map. Basically I want them to expand to the large island. I've tried creating transport plans, attack plans against gaia, attack plans against players with horrible direction, all of which don't seem to work.
Has anyone ever gotten a transport plan to work properly?
...Is anyone an AI scripter here? Lol.
Ceylon
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- deadhanddan
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Re: Ceylon
only other N3O member i have known to work in scenarios is murdilator , he may have some answers to your problem
- Dan
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Re: Ceylon
Another one you could speak to would be Navarone_Guy (aka harley14). he's good on the scenarios.......
Re: Ceylon
Nav made the fall of Russia no?
- dragonshinobi
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Re: Ceylon
yeah he did 

Re: Ceylon
Ceylon is an awesome map. An version of it would be fun.
I wonder what deathmatch on it would be like. LOL.
I wonder what deathmatch on it would be like. LOL.
- murdilator
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Re: Ceylon
If you are wanting improvement on AI, AI building improvement, etc., I suggest you take a long look back into AOE1, in CTY files:
Here are some links talking of the coding, which only ES has ever understood. It is highly possible that these maintain the secret in AOE3 coding. Also, in scenario editor, I found a 'Set Tech Status' that said 'LogicalDoNotBuildWalls' and some other logical things like 'LogicalGarrisonInTownCenter.' Again, here are the links:
http://aoe.heavengames.com/siege/AIandP ... ndex.shtml
For City files of AOE1:
http://aoe.heavengames.com/siege/CTYFil ... ndex.shtml
AOE3 is destined to use some later version of these. Remember that this stuff was posted in 1997-1999, and some in like 2003 or 2005. So you will just have to experiment after you have the answers given. They won't have any one else to help you much there otherwise. I should mention though that they have quite a number of comprehensive guides concerning those questions. If you have AOE1, you can look at its simple coding and discern what it necessary.
Hope this helped some!
regards,
murdilator
Here are some links talking of the coding, which only ES has ever understood. It is highly possible that these maintain the secret in AOE3 coding. Also, in scenario editor, I found a 'Set Tech Status' that said 'LogicalDoNotBuildWalls' and some other logical things like 'LogicalGarrisonInTownCenter.' Again, here are the links:
http://aoe.heavengames.com/siege/AIandP ... ndex.shtml
For City files of AOE1:
http://aoe.heavengames.com/siege/CTYFil ... ndex.shtml
AOE3 is destined to use some later version of these. Remember that this stuff was posted in 1997-1999, and some in like 2003 or 2005. So you will just have to experiment after you have the answers given. They won't have any one else to help you much there otherwise. I should mention though that they have quite a number of comprehensive guides concerning those questions. If you have AOE1, you can look at its simple coding and discern what it necessary.
Hope this helped some!
regards,
murdilator
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.
---------------
Scenario Design Competition Participant 2009:
3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
---------------
Scenario Design Competition Participant 2009:
3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
- murdilator
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- Joined: Sat Sep 20, 2008 10:29 pm
- Location: Norway
Re: Ceylon
I understand the AI much better now, as I have modified the Draugur AI into a highly competitive land-force.
Currently, the AI transport thing is buggy, as you know. I'm not sure if you've fixed it yet, but I would actually suggest is going into some deep game files and changing the distance of how far a Frigate takes to unload people from shore. It's the only logical way.
Also, if you have not started with the Draugur AI, or some variant of it, I have discussed some of AI development here:
http://aoe3.heavengames.com/cgi-bin/for ... ,38842,,10
On my N3O FP 1.3 Patch, I include my improved AI: (Note that it doesn't play too much better on water, except builds twice as many fishing boats and a few less warships, and I haven't worked on that part too much):
http://aoe3.heavengames.com/downloads/s ... &st=10&ci=
I have been discussing with Mandorex about the AI in the comments below the download. He is the author of the well-known Improvement Mod.
Sorry to be three years late, but I hope I could be of service!
regards,
murdilator
Currently, the AI transport thing is buggy, as you know. I'm not sure if you've fixed it yet, but I would actually suggest is going into some deep game files and changing the distance of how far a Frigate takes to unload people from shore. It's the only logical way.
Also, if you have not started with the Draugur AI, or some variant of it, I have discussed some of AI development here:
http://aoe3.heavengames.com/cgi-bin/for ... ,38842,,10
On my N3O FP 1.3 Patch, I include my improved AI: (Note that it doesn't play too much better on water, except builds twice as many fishing boats and a few less warships, and I haven't worked on that part too much):
http://aoe3.heavengames.com/downloads/s ... &st=10&ci=
I have been discussing with Mandorex about the AI in the comments below the download. He is the author of the well-known Improvement Mod.
Sorry to be three years late, but I hope I could be of service!
regards,
murdilator
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.
---------------
Scenario Design Competition Participant 2009:
3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
---------------
Scenario Design Competition Participant 2009:
3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521