Update 2013.05.02
Durwyn's upgraded mod website
Visit this awesome site: https://dl.dropboxusercontent.com/u/5545718/Savage2MapsAI/Website/index.html
Update 2013.04.27
Durwyn's upgraded maps
Savage2MapsAI: https://www.dropbox.com/sh/r74blt0vlfnleo1/7DgVdCvdOZ/Savage2MapsAI
Portable Savage 2: https://dl.dropbox.com/u/5545718/Sav2.rarl
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The old post:
Merry Christmas!
I'm working a mod what tries to emulate commanders and players. It's still unfinished, but because it's Christmas:
AI-eden: http://www.2shared.com/file/DEuFCs_M/AI-eden.html
AI-ancientcities: http://www.2shared.com/file/-a59L7g5/AI-ancientcities.html
AI-autumn: http://www.2shared.com/file/a_ZhtAPK/AI-autumn.html
Here are some pictures (there is no human on the field):
How to handle:
- You can set AI units (number, difficulty: reaction time & aggroradius), and AI Commander in the menu [Esc]
- If nothing happens in the first 20 seconds don't panic! Commander orders & PET spawns are delayed.
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The script is independent from the map. If you copy the triggerlist, and the files from the resources folder to ANY map it has to work. (The dumbness of the AI can depend on map layout + The PETs have a weird urge to slaughter NPCs.)
Tips:
- If you enable the AI commanders first, the PETs won't be wandering around the map.
What's ready:
- The script finds mines at mapload, and use them as waypoints.
- The AI commander can build a preset base (the building places are set regardless if there's an other building or not, so please don't bulid in front of the base).
- The AI commander sends out workers, to build mines, garrisons, towers.
- Units (Pets) are using both ranged & melee weapons and sometimes an additional skill / spell. (The switch can be a bit slow.)
- The AI commander can give orders to the PETs.
The things I'm stuck with:
- The AI commanders won't use the game economy, because I can't reduce team gold.
- The detect hellshrine script is buggy (it's deactivated in this version)
- Collosion detection at spawning buildings (to avoid "overbuild")
- Let a human commander to give orders to pets. (Somehow use the UI multiselect indexes in SetPetJobPatrol)
- Do the same for summoned pets ("make" a guard position Petcommand)
- Do the same for officers. (Let them order around the Pet units.)
- Make AICommander voteable.
- Newly found bug: The basic pet commands (attack, return) can be binded in options. <= buggy function
If you enjoyed this sneak-peek, or if you can help me, please write a comment.
I wish you happy holidays: Holleau
Thank you Rohezal, for the knowledge and encouragement you gave me!