- Check your gmail.
- Regards, whipper



I couldn't have said it better myself.whippersnapper wrote:.
- Well gents this is what I've been doing for years for variety with all WRP reg game binaries.......
(in Skirmish scripts..)
- I select Player "0" for myself and thus do not touch the .slo
- I replace the .stock .slo for Player "1" with the .slo of Pumpkin's tough v.1.04 A.I. (way better IMHO
than their stock v.1.10 A.I.)..
- Ditto Player "2" with "Super A.I. .slo
- Ditto Player "3" with "Turtle A.I." .slo
- Ditto Player "4" with "Become Prey" A.I. .slo
- And I leave Player's 5, 6, & 7 with Stock A.I. .slo
- The above skirmish A.I.'s work right out of the box so to speak... AND
you end up playing against 5 very different A.I.s in the same game !
"WZ Mod Switcher" and "WZ Starter" utilities made this a very simple
process but it couldn't have taken me more than 10-15 minutes to do this
set-up I described by hand.. You can make it a separate game folder from
your usual one so you never have to change it back if you just wanna play
all stock or with current Aivolution...
- There are other WZ A.I.'s that do NOT work right out of the box and require
some work to make compatible and those are:
- "H20 aka Water" A.I. by Prometheus - Tough A.I. that can deal very effectively with any maps -
including, obviously, predominantly water maps I also made a map with 1-Tile wide ramps and
ridges all over and "H20" handled it like a champ whereas other A.I.s could not at all... I would guess
it could handle "Tunnel" maps way, way, better than any other WZ A.I.....
- "A.I. Boost" by Speedy.... this one has so much going on I'm honestly too lazy to list it all.
- "Genghis Khan" A.I. by Troman.... very aggressive with varied offense that are definitely not boring IMHO.
- Original "Aivolution" by Troman with Tank Transport drops and other neat features. IMHO this
first incarnation kicks the current version's butt - seriously. It does not talk smack at you but I could give a chit
about that feature.
----------->
- My understanding is that Bug is working on making the latest version of NiKer's "Become Prey" compatible with
the DEBUG binary. .... but has had to focus on RL stuff so that's why it's taken a awhile...
- regards, whipper...
.


- Nope. GK consists of more than scripts.DarkCheetah wrote:can't u just browse with "winrar" into the NTW mod and extract the scripts out of it?





Hmmm.... not familiar with that error message.. sorry.... BUT....hjhjhj wrote:Hej,
I have a problem with the startet.. It worked the first time i played.. I played 2.1.3 with the Ai's that Whipper said would work.. They did..![]()
But now it wont start, i get the error message:
Error:
0:
Error in: makeSLOVlO (10)
After i press OK first time, they just keep turning up, with the only change that the number 10 is replaced by 17..![]()
Anyone familiar with this issue?


What water map are you talking about ? I played Become Prey on the "Fish Nets" map and it played great. 1 v 3 you don'thjhjhj wrote:Well, yeah.. But not challenging enough.. I keep winning after i researched Heave cannon on a water map... :rolleyes: (joke, but its not good on water. That's why i want more than 1 ''different'' AI... )


Cool.. the key for any A.I. to deal effectively with Island Maps and pose a respectable challenge is to make Hover Trucks... as soon as possible. Troman gave permission 2 years ago that legally gives peeps the right to mod and re-publish his A.I.'s including "The Turtle".... you should consider posting the "Modified Turtle".hjhjhj wrote:The turtle Ai i think is good on water. Its defense goes into the little half-land with oil on the other side. There i cannot take the oil from them because of artillery :-S
No not fishnet, (great map tho') The lake- 4 player map.. Lots of oil. ( my turtle Ai got some water scrips i got from a friend ) So it makes watertrucks
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