Training AI [Engineer-lite units]

Yakk

Cheftan
Joined
Mar 6, 2006
Messages
1,288
I want to create a unit that is created when you kill a herbivore.

The idea is to create a unit that does a mini-hurry -- like 10 shields -- and costs 1 gold per turn to keep around (to discourage hording).

I think I've seen others do this, but I can't remember where. Would UNITAI_ENGINEER be the right setting to have the AI use this unit correctly?
 
I've tried giving self-added units UNITAI_ENGINEER (obtainable from goodie huts for instance), but the AI just lets them sit in their cities. :(
 
Meh.

Does it take Python or DLL mods to teach the AI to use new abilities of units? I know (FfH does it) that it is possible.

I presume there is no way to have a unit produce "instant food" via a command, at least by default.
 
If you can describe the behavior using existing xml tags, then the AI can probably use them without any SDK mods. For example, there are weight values you can set to make the AI prefer certain units. However, in your case I think an action button would be required, right? For the human player, you would need a button when that unit is selected to indicate that the unit should be consumed.

As far as I know any action button would definitely require an SDK mod for the AI to use it.
 
You can grant a unit the ability to rush-build something (production-wise) without adding a new button.

According to Maniac, when you give a unit the engineer AI, it doesn't use the "rush build" command properly. What is the proper default AI to give a unit so that the AI will use the ability to rush-build other units/buildings?
 
There are a lot of interconnections in the data model for great people, which I have not yet looked into. It doesn't look like I will be able to help.
 
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