Mods

In the xml file are lines like: <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> or <Flavors>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
that tell the AI what to do with a unit, building, whatever. If you moded them right, the AI should know what to do.;) But the AI will not handle them better than the vanilla objects.:sad:
 
I have made alot of custom buildings and wonders

and the AI makes all of em :D

(even beats me to some of the custom world wonders I made! :mad: )

AI can even use the "Great General" (Great Person) that was "invented" and modded by fans


Even the custom techs I added, the AI will research and trade them... even ask for custom techs you have and they want! :crazyeye:


I hope this helps :)

post if you still have questions.... :goodjob:
 
Yes, and no. It will natively understand XML changes, but will not understand Python or SDK unless specifically programmed to. If you want to know about the performance of the AI for a particualr modpack I suggest you ask the creator.
 
well, i found out that the ai don't use hover-tanks, hover-infantry and hovertransport properly. it uses the hover-tanks to protect oilplattforms and hovertransporters to potect oilwells :D
but it knows that it can invade a neighbour over the ocean with the hover-tanks :D
(using the fying-mod)
 
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