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AI Files » ADVANCED Immobile Units AI v1.1
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ADVANCED Immobile Units AI v1.1
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Author |
File Description |
Zanzard Lothar |
Posted on 02/13/02 @ 12:00 AM (updated 02/17/02)
File Details |
Version: |
Age of Kings 1.0 |
The ADVANCED Immobile Units AI for AOK does the same job as its predecessors, but it has a completely new proposition for scenario designers. It is meant to be a tool for designers to fine-tune their own AI to their needs and, ultimately, helping designers lget into AOK AI scripting. Read on the AI's description, and later on download and edit the AI file.
The ADVANCED Immobile Units AI is designed for both AOK and AOK:TC.
DESCRIPTION OF THE ADVANCED IMMOBILE UNITS AI
by Zanzard Lothar and the crew at Tsunami Studios
Current version: 1.1, submitted 17 of february of 2002.
This AI script is freeware, and can be freely distributed, but the original author has NO RESPONSIBILTY whatsoever to any effects the AI may cause, especially if it is modifed.
Thank you for your interest in this AI! This AI does basically the same as its two predecessor version, however it presents a new idea for the scenario designers. Any scenario can become a better scenario if the author fine-tunes or creates from scratch his own AI files, but many designers find AI scripting a very daunting task.
The ADVANCED Immobile Units AI, unlike any previous scripts, is supposed to be downloaded by the designer and, instead of directly being used, the designer should open the AI in a text editor and MODIFY it for its own needs. To help the designer, the AI itself is full of comments to help guide him in editing his own AI script.
The basic function of the AI is to make all units of any computer player assigned to use this AI, military and civilian, stand still and do nothing. Military units will stay put until enemies approach them, in which case
they will engage their foes. Any unit will obey commands given to them by trigger effects like "task object" or "freeze unit".
NOTE: This AI cannot do ANY of these things, even if it is modified:
-Immobile fish boats (fish boats will not tend to stand still).
-Immobile trade carts or trade cogs (to keep them still, make sure the player with the trade cart has no markets, or docks for the trade cogs, or that this player has no markets or docks to trade with).
-Monks will try to pick up relics provided that they have a monastery and can see the relic.
-If the computer player has a single villager, the villager will not stand still. You need at least three.
-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 or reachable the building is.
In case you want a workaround for these problems, check out these two articles at the TSuniversity:
http://scnpunk.heavengames.com/tsunamistudios/tsu/articles/triggertricks/medium/a-relic.shtml
http://scnpunk.heavengames.com/tsunamistudios/tsu/articles/triggertricks/medium/a-freezing.shtml
In case you DO NOT WANT to modify this AI at all, its original zip package also contains the original Immobile Units AI. In that case, use the original script instead of the newer one, it is a safer idea.
To assign this AI (or any other) to a computer player, click on the "players" tab of the scenario editor. There is a menu there for you to choose the AI you want.
To "install" this (or another other) AI script on your computer, simply unzip both the per and ai files to the "Age of Empires 2\AI" subfolder on your machine.
Thank you again for your interest in the ADVANCED Immobile Units AI!
The author apologizes for any spelling mistakes. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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MW (id: Medieval Warfare) |
Posted on 04/13/06 @ 10:56 AM
Rating: 5
Simply stunning AI. It does exactly as its name suggests and is a very powerful feature in scenario design. Thank you ZL for creating such a beautiful AI for AoKH players, designers, and fans to use and view.
-MW |
Dantares IV |
Posted on 02/07/07 @ 09:47 PM
~Rating~ 5
Simply stunning!!! Very useful! Like the other guy said, "It does exactly as its name suggests..." Great work!
~Additional Comments~
My favorite AI, next only to Aggressive AI, and even that AI, only on certain occasions. The only flaw is that it does not effect Trade cogs and Trade Carts, but it is still one of the best AIs ever made!
Good work.[Edited on 07/30/07 @ 09:41 PM]
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BritishGuy |
Posted on 11/26/13 @ 03:29 PM
Rating: 5
Does exactly what it says on the tin.
This AI is perfect for campaign designers.
Thank you!
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Possidon
Official Reviewer |
Posted on 07/11/15 @ 10:26 AM
Advanced Immobile Units AI 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. The ADVANCED Immobile Units AI is an updated of the author two previous Imobbile Unit AIs and does the same job as its predecessors, but it has a completely new proposition for scenario designers. It is meant to be a tool for designers to fine-tune their own AI to their needs and, ultimately, helping designers lget into AOK AI scripting.
Rating: 5
Advanced Immobile Units AI 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 |
HGDL v0.8.2 |
Statistics |
Downloads: | 10,258 |
Favorites: [] | 1 |
Size: | 22.68 KB |
Added: | 02/13/02 |
Updated: | 02/17/02 |
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