At the bottom of most AI scripts(if your using MDE's)
there's a unit build lists for every civ,
like this:
(from mine)
;******** BEGIN BRITON CIV **********************
#load-if-defined BRITON-CIV
(defrule
(true)
=>
(generate-random-number 100)
)(defrule
(random-number > 0)
(random-number <= 40)
(can-train my-unique-unit-line)
=>
(train my-unique-unit-line)
(chat-local-to-self "My unique unit")
)(defrule
(current-age >= castle-age)
(random-number > 40)
(random-number <= 50)
(can-train spearman-line)
=>
(train spearman-line)
(chat-local-to-self "spearman")
) (defrule
(current-age >= castle-age)
(random-number > 50)
(random-number <= 70)
(can-train militiaman-line)
=>
(train militiaman-line)
(chat-local-to-self "infantry")
) (defrule
(random-number > 70)
(random-number <= 80)
(can-train monk)
=>
(train monk)
(chat-local-to-self "monk")
)(defrule
(random-number > 80)
(random-number <= 90)
(can-train mangonel-line)
=>
(train mangonel-line)
(chat-local-to-self "mangonel")
) (defrule
(not (town-under-attack))
(random-number > 90)
(random-number <= 100)
(can-train trebuchet)
=>
(train trebuchet)
(chat-local-to-self "trebuchet")
)
#end-if ;if-defined BRITON-CIV
;******** END BRITON-CIV ************************
;************************************************
Now if you want only champ,'s and pikemen you just take
out and add the units to build (and how many of them =
"random number?")
Like this:
;******** BEGIN BRITON CIV **********************
#load-if-defined BRITON-CIV
(defrule
(true)
=>
(generate-random-number 100)
)(defrule
(current-age >= castle-age)
(random-number > 0)
(random-number <= 50)
(can-train spearman-line)
=>
(train spearman-line)
(chat-local-to-self "spearman")
) (defrule
(current-age >= castle-age)
(random-number > 50)
(random-number <= 100)
(can-train militiaman-line)
=>
(train militiaman-line)
(chat-local-to-self "infantry")
)
#end-if ;if-defined BRITON-CIV
;******** END BRITON-CIV ************************
;************************************************
I hope this helps. =)
DkWarrior