Since I got bored playing AoM, I tried something new and decided to try and learn AI scripting. I read the tutorial file in th downloads section which made me understand the basics. After that I tried to understand the AI that ES made. It's very difficult linking all files together and trying to understand what all functions do.
But now I wanted to create my own AI script for my favourit AoM:TT scenario. I'll give you a quick overview:
-6 player map, tvb, all humans.
-players start with 15 atlantean villagers.
-no tc.
-map is divided in 6 'bases', all including large goldmines, lots of wood and a big sea.
-no other food as fish is available.
First of all, after setting up the economy settings, the AI should make 5 docks in the sea with 5 initial atlantean villagers. This should go pretty fast, but if I set this up with a buildplan the AI picks a random vill, lets it make a dock (if it doesn't fail to position it right) and then returns to his work. After that another vills does the same procedure untill 5 docks are created. Along with these 5 fishplans are activated to make sure it builds 50 fishing ships.
Obviously the plan system doesn't work as it should, and using the aiTastUnitBuild function, used with vectors of test docks I placed in the editor won't work either.
So, how should I setup a better plan to make 5 docks simultaneously with 5 vills?
After the docks, the villagers should work on wood and gold untill they have enough resources to build a TC. But there is the next problem. My villagers simply won't move if I don't define a town location/base. So what kind of object can be used as a base if you only have units? I tried a cinematic block but that failed. An obelisk worked fine, but is kinda dull...
I tried using the functions from teh default AI from a nomad map, map these are so complex. i still have no idea what a callback goal is.
Can someone please give me advice about these 3 parts:
- build docks
- main base
- build settlement
I put alot of effort in this, but it is so difficult to understand if you just started it. I have basic programmer skills, but this seems to be completely different.
But now I wanted to create my own AI script for my favourit AoM:TT scenario. I'll give you a quick overview:
-6 player map, tvb, all humans.
-players start with 15 atlantean villagers.
-no tc.
-map is divided in 6 'bases', all including large goldmines, lots of wood and a big sea.
-no other food as fish is available.
First of all, after setting up the economy settings, the AI should make 5 docks in the sea with 5 initial atlantean villagers. This should go pretty fast, but if I set this up with a buildplan the AI picks a random vill, lets it make a dock (if it doesn't fail to position it right) and then returns to his work. After that another vills does the same procedure untill 5 docks are created. Along with these 5 fishplans are activated to make sure it builds 50 fishing ships.
Obviously the plan system doesn't work as it should, and using the aiTastUnitBuild function, used with vectors of test docks I placed in the editor won't work either.
So, how should I setup a better plan to make 5 docks simultaneously with 5 vills?
After the docks, the villagers should work on wood and gold untill they have enough resources to build a TC. But there is the next problem. My villagers simply won't move if I don't define a town location/base. So what kind of object can be used as a base if you only have units? I tried a cinematic block but that failed. An obelisk worked fine, but is kinda dull...
I tried using the functions from teh default AI from a nomad map, map these are so complex. i still have no idea what a callback goal is
Can someone please give me advice about these 3 parts:
- build docks
- main base
- build settlement
I put alot of effort in this, but it is so difficult to understand if you just started it. I have basic programmer skills, but this seems to be completely different.