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Multiple AI mods
Posted: 05 Jul 2009, 19:20
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
Re: Multiple AI mods
Posted: 05 Jul 2009, 21:57
by Zarel
On our long-term to-do list already.
Re: Multiple AI mods
Posted: 05 Jul 2009, 22:01
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.
Re: Multiple AI mods
Posted: 05 Jul 2009, 22:16
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.
Re: Multiple AI mods
Posted: 06 Jul 2009, 00:05
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...

:-S

xD will check back...
Re: Multiple AI mods
Posted: 06 Jul 2009, 00:34
by Zarel
It is currently possible to do this, by the way. Just copy/paste the corresponding directories in the mod files.
Re: Multiple AI mods
Posted: 06 Jul 2009, 02:37
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.
Re: Multiple AI mods
Posted: 06 Jul 2009, 21:34
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.
Re: Multiple AI mods
Posted: 06 Jul 2009, 22:37
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.1.10
c binary...
Regards, whip
.
Re: Multiple AI mods
Posted: 07 Jul 2009, 02:25
by Zarel
Re: Multiple AI mods
Posted: 08 Jul 2009, 08:19
by coolkid
if anyone has played cnc 3 this feature would most likely be similar to that or at least im hoping.
Re: Multiple AI mods
Posted: 08 Jul 2009, 08:29
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

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