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Posts: 1674
Joined: 1/11/2008 From: Brussels, Belgium Status: offline
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quote:
ORIGINAL: RangerJoe quote:
ORIGINAL: Kull quote:
ORIGINAL: RangerJoe There may be a way to change the AI variant. If one knows which variant is being used and wants to go against another specific one, just switch them. Otherwise, just mix them up anyway to have a random but different AI script. Don't forget to save the originals in a different folder. If you would wish to add to a script and have the AI hang around for a week bombing ships at Pearl Harbor and the vicinity . . . Only when you start a new campaign. Once a game is saved, the AI variant is embedded within, and cannot be altered from that point forward. Thank you, I did not know that. That means that the only way would be to get someone to edit the campaign file, if they had the ability, the means, and the desire to do so . . . If you rename a variant AI file to the « default » file (the file the Editor loads is the file without any additional number)(just keep a copy of the original one somewhere else), you can check the scripts the AI would follow with this variant, and edit. Using the same method of renaming a particular variant to the « default » file, and removing all other variants, you can ensure a particular file will be used. Editing the AI files is really much harder than editing the rest of the scenario. I’m not sure anyone but AndyMac knows precisely what each field really means. Adding some bases to the conquest list, or removing them, is simple enough, but then you may have to tinker with the units involved, the other variables, the triggers for the scripts, etc.
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