I have set up my map to have 2 computer opponents that are in seperate forces. Each has 2 bases, with factories, techbuilding, workers, minerals and geysers. What I basically want them to do is create units, research tech, and gather resources on their own. I also want them to launch strategic attacks on each other. If the computers lose their buildings, I want them to try to rebuild it. Most of the standard troops will be quickly replaced by hero units upon creation. In addition, I want the 2 computers to regularly send an attack group at each other sort of an Aeon of Strife style. At the same time, when they have too many units (200), they will attack the players or a certain location with the excessive units.
So how would I do all this? Which AI Script do I use? Would I have to use many seperate scripts? If I do use seperate scripts, will it interfere with each other?
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Heroes don't work with AI.
You can setup your own primitive AI with some randomization triggers (if the random number is 2, and the computer has 50 minerals, build a marine at a random barracks). Of course, you'll have to create that marine and center a location on that barracks.
What you want to to is largely impossible to do effectively. I suggest you do some research and testing in the various AI scripts, though you probably want the "Insane" AI.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yeah, do yourself a favor and use standard units mainly instead of heroes.
Um... I made my map so that the player usese the regular units since I want the players to research for their abilities. Also I set it up so that the regular units have alot more hp, atk, def than the Hero units.
If i use the insane AI, will they use their heroes in random suicide missions?
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As I said before, Heroes don't work with AI. They're too "important". I could be mistaken, however, hence the last part which suggested you test the AI scripts.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Is it possible for me to make it so that even hero units need to have researched for their abilities? Like Making Jim Raynor without the stim pack but it can be researched for him to use?
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
No. Either they have the ability or not. You cannot change it ingame.
some AI scripts do run for heros, like the "random suicide missions" one and Junk Yard Dog and stuff... ive had heros run around and be affected by these AI's and a few others also... mostly only the race specific AI triggers dont affect them
and it doesnt seem like itd be too hard to do what you want... like you an insane AI to make the comp research and make guys... then just do a 'center location, remove unit, create hero' trigger for the heros... then use the 'order: attack, move, or patrol' thing with a few randomized switches (and w/e other conditions u want) to make the AI attack and stuff...
i mean, it will take a lil xtra work, but it IS doable
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For base building, Zoids 3v3 RPG (uber old map) did pretty well, it's UMS but the computers play like computers. I opened it up and the AI used was Zerg Campaign Medium, so you probably want to stick to the scripts with Campaign in them, if you want an effect like in that map.
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Here's a good description of AIs:
http://battle.net/scc/faq/aiscripts.shtmlAs for the Heroes problem, you could use non-heroes for everything in the game, but give the players higher armor and weapon upgrade levels than the computers. You can set the maximum upgrade limit so the computers can't research past a certain point.
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