[SDK] Advanced Unit Automations

Advanced Automations has been updated to v1.40, including 3 new automations, artwork, and code. Please be careful when merging, there are quite a few changes. The update will break saves.
 
Next up: Auto-spread religion* & corporation , auto-settle the next city, auto-spy action, and auto-nuke our enemies? ;)

*never noticed the button but at least AUTOMATE_RELIGION already exists
 
Next up: Auto-spread religion* & corporation , auto-settle the next city, auto-spy action, and auto-nuke our enemies? ;)

*never noticed the button but at least AUTOMATE_RELIGION already exists

Automate Religion and Corporation already exist. Auto-Settling cities? The AI does a bad job, no way any human would use it. Automate Spy? There are too many spy actions for that to work, especially since Espionage AI sucks in BTS and Better AI. Auto Nuke? You're looking for TheLopez's new MAD Nukes. :p
 
Automate Religion and Corporation already exist. Auto-Settling cities? The AI does a bad job, no way any human would use it. Automate Spy? There are too many spy actions for that to work, especially since Espionage AI sucks in BTS and Better AI. Auto Nuke? You're looking for TheLopez's new MAD Nukes. :p

Beautiful retort! :beer:
 
Corporation too?
PHP:
enum AutomateTypes			// Exposed to Python
{
	NO_AUTOMATE = -1,

	AUTOMATE_BUILD,
	AUTOMATE_NETWORK,
	AUTOMATE_CITY,
	AUTOMATE_EXPLORE,
	AUTOMATE_RELIGION,

#ifdef _USRDLL
	NUM_AUTOMATE_TYPES
#endif
};
settler & nuke was a joke, they don't require enough management to be worth automating. edit: Though of course that same goes for city defenders and they have their own automate type..

If the spy AI sucks so much, someone should improve it (not me). The problem is, I never use spies so I don't really know what to do with them either :p
 
Corporations uses the same UNITAI as Missionaries, and therefore the same automation.

As for spies, I laid out a private sketch on how to improve them a while back, but it'd take at least a week to code it all, since it's a massive overhaul. I'm not up for that...
 
As for spies, I laid out a private sketch on how to improve them a while back, but it'd take at least a week to code it all, since it's a massive overhaul. I'm not up for that...
What a pity! :( That is indeed an aspect of the game that would need a "helping" hand and has been neglected until now...
 
still getting ctds after loading screen with espionage sleep code. do you use the newest bbai with your modcomp in AND?
 
strange... :-/

He did say to be very careful when merging into your files. You may want to go through your merges over again with a high-precision airbrush :).
 
Everything else is working fine. Also, there was no compiling error.
 
Maybe you could look at Better Bug AI's sources, I know Fuyu added the Espionage Sleep Mission.
 
SDK Source Code Changes & New XML is this just the new changes i made the dll and try to run the mod no luck in getting it to work. If this is not the full mod can u add the full mod, i like it the Destiny mod and want to add it to my mod Beginning if thahs ok with u and thankyou for your hard work.
 
So, Afforess, I had a thought and I think that you are just the talented mind to accomplish this. I know that there is ESCORT_AI in the SDK, and I've looked at your automations. So, basically what I'm trying to say is... Do you think that an "AUTOMATE_GUARDIAN" could be done?

Think: Player-selected target for the ESCORT_AI, it would only be allowed to target units of Players the controlling Player wasn't currently at war with (or maybe only defensive pact/permanent alliance partners) that also shared the DOMAIN_ of the guardian unit, guardian units would be required to have a movement >= the target unit and if the target unit were to be attacked, the guardian unit would take the place of pDefender in the combat (defending their charge, no matter what) as well as potentially making pre-emptive attacks against enemies of their own or their charges (if movement/odds/ranged bombard were in their favor)

Think it's interesting?
 
Top Bottom