Age of Kings Heaven 139
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Downloads Home » AI Files » Projectile Detection

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Projectile Detection

Author File Description
Jedi Master Bryl
File Details
Version: The Conquerors
Projectile Detection
Have you ever wanted to add a limit to how many shots an archer can take? Well now you can!

This AI adds 1 stone to the computer player who is using the AI for every shot an archer takes. The projectile can be changed to whatever you want it to be... trebs, mangonels... anything!

Have fun, and please review!
AuthorReviews   ( All | Comments Only | Reviews Only )
Free Scarler
Rating
5.0
Rating: 5
This AI deserves a rating of 5 since you can combine it with a set of triggers in your scenario so, say, your archer dies or is removed or whatever as soon as he has fired x shots where x can be any number.
Also, you could limit the number of shots a bombard tower can fire (for example: create a scenario where you must get past a bombard tower with a battering ram that only has 1 hp but the tower will be deleted if he has fired 20 shots).

Or, you could simply make a player's resources go up with every shot one of his archers takes.
And many more...

Additional Comments:

Great work, you should really include the things you mentioned above!
Berserker Jerker
Official Reviewer
Rating
3.0
Rating 3

Projectile Detection is a simple but effective AI script designed to detect shots being fired from a ranged unit. It can only effectively be used in a custom scenario, as it needs to be used in conjunction with triggers to achieve the desired effect. Unfortunately only a brief explanation is included in the .per file, and there is no separate documentation clearly explaining the process and the triggers required.

To complicate matters further the author hasn’t offered any alternative ID numbers used for detecting the projectiles, and prompts you to go looking for these yourself by using Geneid2. This in itself presents the designer with another dilemma, as all the projectiles listed with Gened2 are the standard projectiles used without any upgrades such as “Chemistry”. Hence, unless no upgrades are used, often finding the correct projectile for a certain unit is almost impossible without creating a script to detect the projectile, and spending many hours testing.

One oversight by the author is the fact that an AI, unlike triggers, is not checked several times a second. This can create a situation where any ranged unit firing at close quarters will not have it’s projectile detected, as the projectile is shot and hit its target before the AI has chance to detect it. This effectively means this system can only reliably be implemented for ranged units that also have a minimum range, such as Onagers, trebs, or Skirmishers.

Overall it is a great idea, but the oversight stated above, and the lack off effort by the author to help downloaders implement the system lets it down, and greatly limits its usefulness as a viable AI for scenario designers.

Comments to the author.
Much clearer documentation including examples of the triggers needed to implement the system is a must.

A list of projectiles, and units that use these projectiles, together with upgraded projectiles would also be needed to help the designer in using this system.

Note: To my knowledge this idea was first presented to the community by Dark_Warrior_1 and an article on the subject can be found here http://www.tsuniversity.com/articleloader.php?137

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HGDL v0.8.0

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Rating
4.0
Statistics
Downloads:1,196
Favorites: [Who?]0
Size:772.00 Bytes
Added:08/17/05