Ai Scripts

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Karri
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Joined: Wed May 24, 2006 4:09 pm
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Ai Scripts

Post by Karri »

I don't mean the first turn scripts, which I am familiar with from WitE.

I mean the scenario-specific AI scripts, which determine how the Ai functions. Is it possible to modify these somehow, or are they all hard-coded? If the latter would it be feasible to make them editable in some far distant future?

On the same note, would it be possible to get some information on the command numbers headquarters have? I find that if I add HQs to AI it doesn't use them at all. What do the command numbers do?
Karri
Posts: 1223
Joined: Wed May 24, 2006 4:09 pm
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RE: Ai Scripts

Post by Karri »

Anything?
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loki100
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RE: Ai Scripts

Post by loki100 »

ORIGINAL: Karri

I don't mean the first turn scripts, which I am familiar with from WitE.

I mean the scenario-specific AI scripts, which determine how the Ai functions. Is it possible to modify these somehow, or are they all hard-coded? If the latter would it be feasible to make them editable in some far distant future?

On the same note, would it be possible to get some information on the command numbers headquarters have? I find that if I add HQs to AI it doesn't use them at all. What do the command numbers do?

given that Gary has done the core work on the AI I would suspect the regular rules are all in the .exe not the editor.

The AI isn't great about HQ/leadership allocations and so on. One reason (esp if it has to attack a lot) to give it 120 on the morale scores - that means it automatically passes all such tests so only suffers for poor SU assignments instead
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