Multiple AI mods

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PkK
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Multiple AI mods

Post by PkK »

I'd like to see a way to use multiple AI mods in one game. Different Ai players could be controlled by different AIs.

E.g. I could do a

Me allied eith 1 vanilla AI
vs.
2 BP AIs allied to 1 vanilla and 1 AIvolution AI
vs.
1 BP AI allied to 1 vanilla AI.

etc.

Philipp
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Zarel
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Re: Multiple AI mods

Post by Zarel »

On our long-term to-do list already.
Per
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Re: Multiple AI mods

Post by Per »

Yes, it is a good idea. It believe it sort of is on our unofficial TODO list. Nobody is working on it yet, though.
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Zarel
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Re: Multiple AI mods

Post by Zarel »

Per wrote:It believe it sort of is on our unofficial TODO list.
Do you think we should publish this list somewhere? I can start a wikipage if you want.
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lav_coyote25
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Re: Multiple AI mods

Post by lav_coyote25 »

i know i remember something about having multi ai - i just cant remember the details... i will have a look to see if i can locate the item... i think whipper had something to do with what went with who or some such idea... like you could use 1 water ai and 1 (1.10) and 2 (1.04) but not 4 bp or whoever... is a long time since i read it... :3 :-S :stare: xD will check back...
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Zarel
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Re: Multiple AI mods

Post by Zarel »

It is currently possible to do this, by the way. Just copy/paste the corresponding directories in the mod files.
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lav_coyote25
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Re: Multiple AI mods

Post by lav_coyote25 »

i found it - it was by papa lazarou...


This information is not current - Reference only.

All A.I. Can be obtained from

(making arrangements for above a.i. dowloads)

As more A.I are developed this page will reflect those parameters as well - Coyote25
GengisKhan A.I.
You can only have 6 GK AI on one map. You cannot have any mods enabled only maps made for 1.10.
You can only have 1.10 or 1.04 ai used in conjunction with GKai.

Water A.I. / Bones A.I.

You can only have 3 WaterAI on one map.
Some mods and maps may work, but AI wont use anything non 1.10. All maps made for 1.10 will work.
You can have TurtleAI, 1.10 and 1.04 used in conjunction with WaterAI.
Now I make no guarantees with this because I haven't used it that much, but Bones AI should work exactly the same as Water AI.

Turtle A.I.

You can only have 3 TurtleAI on one map.
Some mods and maps may work, but AI wont use anything non 1.10. All maps made for 1.10 will work.
You can have WaterAI, 1.10 and 1.04 used in conjunction with TurtleAI.
Per
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Re: Multiple AI mods

Post by Per »

Zarel wrote:Do you think we should publish this list somewhere? I can start a wikipage if you want.
It is a good idea.
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whippersnapper
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Re: Multiple AI mods

Post by whippersnapper »

.

One thing that should be further clarified here is that there where 4 A.I.'s that came with their own custom "Resources" (back in the day .wdgs, today .wzs) that made for compatibility issues arising in trying to use them in the same game with A.I.s without their own custom Resources (using the games stock resources) or with differing customized resource packages.. Those 4 A.I.s would be: "GK", "Water aka H2O", "AI Boost" and the 1st iteration of "Aivolution" with Tank-Transport drops for the v.1.10c binary...

Regards, whip :ninja:
.
Last edited by whippersnapper on 07 Jul 2009, 03:11, edited 1 time in total.
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Zarel
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Re: Multiple AI mods

Post by Zarel »

Per wrote:It is a good idea.
http://developer.wz2100.net/wiki/ToDoList
coolkid
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Re: Multiple AI mods

Post by coolkid »

if anyone has played cnc 3 this feature would most likely be similar to that or at least im hoping.
the largest wz steam community http://steamcommunity.com/groups/wz2100 (all welcome to join help find matches find new relese and recruit new players)
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whippersnapper
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Re: Multiple AI mods

Post by whippersnapper »

.

Actually for WZ 2100 v.1.10 we had first "Mod-AI Switcher" (1999) and later "Warzone Starter" (2000-2005) utilities that did all of this.... but these
are not compatible with the WRP binary and .wz format.

Regards, whip :)
.