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Author |
File Description |
Zanzard Lothar |
Posted on 12/09/00 @ 12:00 AM
File Details |
Version: |
Age of Kings 1.0 |
This Ai file has been created by Zanzard Lothar.
Email: zanzard@hotmail.com
Installation: Just unzip the two files in the AI subfolder of the AOK main folder.
This file should work properly in AOK and in AOK:TC.
The author would like to thank the Rasher, Herodotus, Magnus and Ingo Van Thiel for the help they provided in making the first Immobile Units AI.
This Ai is supposed to make the Ai's villagers and military units stand still doing nothing.
If enemy units come near the military units of the AI, the military units will move and attack the enemy units and then stand still again if the enemy units leave their sight or are vanquished. Military boats also should behave like this.
Kings, villagers and transport ships of the AI will stand still and will try to run away if attacked. Units of the AI will execute orders given to them by triggers (at least most of the time).
Feel free to use this AI in any scenario of AOK, and feel free to edit it to suit your needs. The author is not responsible for any problems created by edited version of this AI file.
The Immobile Units AI comes with an extra feature: you can choose one of the 8 different kinds of behavior that the AI units will have about ranged units. To choose one of these, go to the "Terrain" tab of the map editor and under "Ai map type" choose one of the following:
Archipelago: Ranged units tend to fight in a hit-and-run manner.
Baltic: Units try to dodge enemy missiles that are shot against them.
Black forest: Units try to do both of these 50% of the time.
Coastal: Ranged units tend to fight in a hit-and-run manner and units try to dodge enemy missiles that are shot against them 50% of the time.
Continental: Ranged units tend to fight in a hit-and-run manner 50% of the time amd units try to dodge missiles that are shot against them.
Fortress: Ranged units tend to fight in a hit-and-run manner 50% of the time.
Gold Rush: Units try to dodge enemy missiles that are shot against them 50% of the time.
Highland: Units will always try to do both of these things.
Any other map: Units will mostly not try to do neither of these.
If the units are set to try to dodge enemy missiles shot at them, they will probably succeed more with slow shots, like trebuchets and mangonels, than with fast ones, like archers.
The TRUE map type does not matter with the Immobile Units AI. For example, you can create a water-based map and choose the "black Forest" setting for the AI type without any problems, just as you can create a land-based map and choose the "archipelago" setting for the AI.
What Immobile Units AI GOLD cannot provide:
-Immobile fish boats (fish boats will not tend to stand still).
-Immobile trade carts (to keep them still, make sure the player with the trade-cart has no markets, or that this player has no markets to trade with).
-Trade cogs will behave just like trade carts, though they trade with docks.
-Monks will pick up relics provided that they have a monk and a monastery and they can see the relic.
-If the computer player has a single villager, the villager will not stand still.
-If the computer player has a king and a building that can be garrisoned, then the king will try to garrison at this building, regardless of how far the building is from the king.
If you find any other bugs or observations about the AI, post them as a comment on the description page of this AI file on AOKH blacksmith.
Thank you for your interest in the Immobile Units AI GOLD! |
Pages: « First « 1 2 [3] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Artifex |
Posted on 04/17/07 @ 05:22 AM
Good stuff |
Japanese editor |
Posted on 02/04/08 @ 06:13 PM
The Immobile Units AI Gold(I think) is the best AI File in all of Age Of Kings Heaven. It is the most usefull AI I've used. |
Orcrist_Bahamut |
Posted on 05/30/09 @ 12:11 PM
I just would like to say that i love this AI script it is the bomb, and i am going to make a religion to you Zanzard Lothar the Great One!!![Edited on 05/30/09 @ 01:59 PM]
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TheLaughingMule |
Posted on 07/20/09 @ 09:53 PM
This AI works great, thank you. I'm using it in my cut scene. I highly recommend this AI for scenario designing. |
fabibuidi |
Posted on 07/29/09 @ 11:15 AM
Muchísimas gracias... Necesitaba ésta IA... =)
Thank you very much... This AI is needed...[Edited on 08/01/09 @ 05:54 PM]
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Justice Sword |
Posted on 05/14/12 @ 04:24 PM
Thanks for the AI! It would be very usefull in my RPG campaings, so thanks again! |
rageofempires (id: Rageofempires) |
Posted on 06/12/12 @ 07:03 PM
Rating: 5
I think it is great to upload an AI file that is useful in many ways. This is an old but amazing file. It is very good because it works on all random maps and probably even scenarios.
Additional Comments:
Zanzard Lothar has created many good files and I think this one is in the top 3 or 4 files. |
RPGaming |
Posted on 12/14/12 @ 03:00 PM
Doesn't work for me. Selected the immobile unit personality in the scenario and the player still sends out a scout...
EDIT: Nvm, forgot that I had to remove the scenario from the campaign list then add it again so it refreshes.[Edited on 12/14/12 @ 03:03 PM]
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Dexter Fei (id: Savage Templar) |
Posted on 11/29/13 @ 08:09 AM
Brilliant, but when monks try converting an immobile unit; it will then move. Is there any way to stop this? |
Possidon
Official Reviewer |
Posted on 07/11/15 @ 10:25 AM
Immobile Units AI GOLD by Zanzard Lothar is an Ai file that keeps all of the Computer players villager and military units immobile, and will only do what they are triggered to do. It is an updated improvement from Zanzard Lothar's previous Imobbile Units AI
Rating: 5
Immobile Units AI GOLD is the most important AI for any scenario design. It is perfect for all sorts of scenarios, especially Cutscenes and RPG scenario when you don't want the computer player to run around scouting and building. The computer's military units will move on their own if they come close to any enemy units, but apart from that they will not do anything unless they are commanded by to do so by a trigger. The AI can be used with any civilization on any style of map. There are no limits with it. It is the perfect tool for a designer
Additional Comments:
This AI is incredible and the most useful tool for any scenario designer. There hasn't been and good quality scenarios that hasn't used this AI.
Thanks
Possidon |
Pages: « First « 1 2 [3] |
HGDL v0.8.2 |
Statistics |
Downloads: | 12,907 |
Favorites: [] | 6 |
Size: | 2.14 KB |
Added: | 12/09/00 |
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