Yaab
Posts: 4552
Joined: 11/8/2011 From: Poland Status: offline
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quote:
ORIGINAL: Symon quote:
ORIGINAL: IdahoNYer Not sure about an Allied AI in DBB C, but without "scripts" the Japanese AI has done the following in my game so far: All “Babes” scenarios have the Japanese OOB in its approximately appropriate slot locations so ALL “Babes”, Big, Lite, A, B, C, can be played as Allied against the Japanese AI. One can use ANY AI file written for a standard GC game (including Andy’s whacko stuff, but not his super-iron-man things). BabesLite (scens 026 and 027) works against the AI for BOTH sides. All one must do is simply renumber the desired AI file to the number of the Babes scenario you are using. i.e., renumber aei001-03 to aei028-03, for example. If you want a quiet China BigBabes, just use an AI file that starts with aei007, aei008, or aei009. Flexibility is a wonderful thing. It doesn’t matter if you play with A, B, or C. That bears repeating IT DOESN’T MATTER if you play with A, B, or C. A, B, or C it just doesn't matter. IT MAKES NO DIFFERENCE TO THE AI. IT .. JUST .. DOESN’T .. MATTER. I hope things are a bit more clear now. One question: When I install scen 28, there is a aei28.dat file in the SCEN folder. If I rename the stock aei001-01.dat to aei028-01.dat, how is the new aei028-01.dat different from aei28.dat, that comes with the scenario? I have renamed aei001 numbers 01 to 06 (more historical), but I am not sure how the renumbered files are different from the standard aei28.dat file. I have used aei28.dat and it felt fine, no major hiccups on the AI side as Japan.
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