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Directing AI players with GUI triggers

Level 16
Joined
Jun 9, 2008
Messages
346

Shortlegs

Started a similar (now old and closed) thread already, but I want to be a bit more specific:

I have found that if you give units controlled by AI players periodical commands (like "attack move"), the AI will fight that trigger tooth and nail. Actually looks kinda sad, like someone flailing around trying to fight off evil mind control ("Nooo! I don't wanna fight them!!").

Kinda obvious, but that brings me no closer to my goal, which in this case is strategically triggering big invasion behaviours.

One workaround I just thought of is that I could give the "invasion force" units to an unused player (preserving color of previous player), in the hope that this player does not have AI that would fight the trigger. Leaves the problem that I de facto remove those units from their original owner. So first I gotta make sure the used AI treats the unused player as an ally, then keep their supply occupied with dummy units. Something like that...

I will share my findings here, but I'm not sure when I'll get to test this, so I invite everyone to share some insight, whether or not they already tried something like this or something else.
 
As far as I know you can tell the AI to let go with this action
  • AI - Ignore Footman 0000 <gen>'s guard position
Then you can command the unit to do something without it leashing back to its post
I already used that one for minor things, but I never tested it for this broader purpose. Do you think it could switch off AI control for that unit long enough to move all the way across the map and attack something? Or would one still need to repeat the order periodically?

(Will test this as well, of course, as soon as I can.)
 
I think that function is permanent until you use "recycle guard position" at which point you allow the AI to retake control

What I don't know is what happen if this unit is killed, I'm not sure the AI will rebuild an unit whose guard position is ignored, so that can be an issue

Your idea of giving the units to a dummy player sounds good though, they can go and launch an attack meanwhile the original AI will need time to retrain all those units that it suddenly "lost"
 
I think that function is permanent until you use "recycle guard position" at which point you allow the AI to retake control

What I don't know is what happen if this unit is killed, I'm not sure the AI will rebuild an unit whose guard position is ignored, so that can be an issue

Your idea of giving the units to a dummy player sounds good though, they can go and launch an attack meanwhile the original AI will need time to retrain all those units that it suddenly "lost"
Unless there aren't enough player slots, I suggest "duplicating" the AI.
So if player 2 is AI, just make player 3 the exact same color and name and ally properties.

If not, well it will be just more work for you
 
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