Search found 69 matches

by Bogdan
10 Jul 2019, 07:14
Forum: EE2 files, modding, maps, testing, etc.
Topic: AI kills its army
Replies: 8
Views: 1261

Re: AI kills its army

Well, I understand you. However, I succeeded to change AI behavior, but only in case of the Skirmish_Default .aip file replacement. It’s just a problem to load a custom .aip with higher priority
by Bogdan
07 Jul 2019, 18:02
Forum: EE2 files, modding, maps, testing, etc.
Topic: AI kills its army
Replies: 8
Views: 1261

Re: AI kills its army

TheGrouchDE wrote:
09 Mar 2019, 16:19
You edit a copy of a aip file to your wishes and load it with the script
I've put my .aip file to 'aips' folder and add that command, but Skirmish_Default .aip file still has a priority. May be this command no longer works?
by Bogdan
09 Mar 2019, 14:56
Forum: EE2 files, modding, maps, testing, etc.
Topic: AI kills its army
Replies: 8
Views: 1261

Re: AI kills its army

It's interesting that even turning citizens off like

Code: Select all

SetTechEnabled(OTTOMAN_TURKS, "Citizen", false);
doesn't stop AI from killing it's army.

It's just awful. What did developers think about? What's the reason of eliminating your own army function when you've already got a big one?
by Bogdan
09 Mar 2019, 11:31
Forum: EE2 files, modding, maps, testing, etc.
Topic: How can I force AI units to attack certain location?
Replies: 3
Views: 159

Re: How can I force AI units to attack certain location?

So there are no commands that allow to choose AI units and manage them?
by Bogdan
09 Mar 2019, 10:49
Forum: EE2 files, modding, maps, testing, etc.
Topic: How can I force AI units to attack certain location?
Replies: 3
Views: 159

How can I force AI units to attack certain location?

Hi there! I'm trying to make a scenario with AI attacking some territories. It wasn't important to me to script some precise attack routes, so I'm simply using this: GiveAttackBasePreference(2, "Attack1_Area", 10.0); GiveAttackBasePreference(2, "Attack2_Area", 10.0); GiveAttackBasePreference(2, "Att...
by Bogdan
03 Mar 2019, 16:31
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 4163

Re: Making a scenario using "Regicide" type of victory

It turns out that script doesn't work if you use

Code: Select all

'
or

Code: Select all

-
And this

Code: Select all

\
does not help.

So I just got rid of these symbols
by Bogdan
03 Mar 2019, 15:58
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 4163

Re: Making a scenario using "Regicide" type of victory

Escaping ' symbols doesn't help either. Furthermore, my last script worked without that. Very strange
by Bogdan
03 Mar 2019, 14:57
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 4163

Re: Making a scenario using "Regicide" type of victory



Added after 38 minutes 12 seconds:
Here's full script. I don't understand the reason of these errors :(
by Bogdan
03 Mar 2019, 13:49
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 4163

Re: Making a scenario using "Regicide" type of victory

Hello again, I remember you've gave me an advice to use this in description \" but I don't understand now how is this possible: brief = "Probably, my last scenario. This one is about changing history.\n\nI’ve always Parse error: line 69:79: expecting " " ", found " I " Is that really in some cases t...
by Bogdan
24 Feb 2019, 16:33
Forum: EE2 files, modding, maps, testing, etc.
Topic: Map's terrain looks pixelizated
Replies: 5
Views: 185

Re: Map's terrain looks pixelizated

You are right! That's a working solution for this issue. Thank you

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