Search found 149 matches
- 10 Jul 2019, 07:14
- Forum: Questions
- Topic: AI kills its army
- Replies: 8
- Views: 4873
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
- 07 Jul 2019, 18:02
- Forum: Questions
- Topic: AI kills its army
- Replies: 8
- Views: 4873
Re: AI kills its army
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?TheGrouchDE wrote: ↑09 Mar 2019, 16:19 You edit a copy of a aip file to your wishes and load it with the script
- 09 Mar 2019, 14:56
- Forum: Questions
- Topic: AI kills its army
- Replies: 8
- Views: 4873
Re: AI kills its army
It's interesting that even turning citizens off like
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?
Code: Select all
SetTechEnabled(OTTOMAN_TURKS, "Citizen", false);
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?
- 09 Mar 2019, 11:31
- Forum: Questions
- Topic: How can I force AI units to attack certain location?
- Replies: 3
- Views: 1251
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?
- 09 Mar 2019, 10:49
- Forum: Questions
- Topic: How can I force AI units to attack certain location?
- Replies: 3
- Views: 1251
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); GiveAttackBa...
- 03 Mar 2019, 16:31
- Forum: Questions
- Topic: Making a scenario using "Regicide" type of victory
- Replies: 90
- Views: 19602
Re: Making a scenario using "Regicide" type of victory
It turns out that script doesn't work if you use
or
And this
does not help.
So I just got rid of these symbols
Code: Select all
'
Code: Select all
-
Code: Select all
\
So I just got rid of these symbols
- 03 Mar 2019, 15:58
- Forum: Questions
- Topic: Making a scenario using "Regicide" type of victory
- Replies: 90
- Views: 19602
Re: Making a scenario using "Regicide" type of victory
Escaping ' symbols doesn't help either. Furthermore, my last script worked without that. Very strange
- 03 Mar 2019, 14:57
- Forum: Questions
- Topic: Making a scenario using "Regicide" type of victory
- Replies: 90
- Views: 19602
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
- 03 Mar 2019, 13:49
- Forum: Questions
- Topic: Making a scenario using "Regicide" type of victory
- Replies: 90
- Views: 19602
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 &q...
- 24 Feb 2019, 16:33
- Forum: Questions
- Topic: Map's terrain looks pixelizated
- Replies: 5
- Views: 1354
Re: Map's terrain looks pixelizated
You are right! That's a working solution for this issue. Thank you