Staredit Network > Forums > Modding Discussion > Topic: Using triggers to strengthen AIs?
Using triggers to strengthen AIs?
Dec 12 2008, 6:46 pm
By: Biophysicist  

Dec 12 2008, 6:46 pm Biophysicist Post #1



I had an idea to make the AIs stronger. I could be entirely wrong about this, in which case ignore this.

What I was thinking is: Couldn't you code the AI so that it will build a certain building/unit with a very high priority (especially Supply Depots/Pylons/Overlords) when it has a certain unit? If so, you could set it so that it does so if it has a special unit it couldn't obtain normally (eg. a Mineral Field), and use a trigger to create that unit for the computer player? Then you have a much greater degree of control over the AI's actions. Am I right, or am I stupid?



None.

Dec 12 2008, 8:47 pm poiuy_qwert Post #2

PyMS and ProTRG developer

Yes this works and has been done. It also works the other way around using the AI script's create_unit command detected by triggers.




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[10:50 pm]
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[10:11 pm]
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[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
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[2024-4-17. : 11:49 pm]
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[2024-4-17. : 11:49 pm]
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[2024-4-17. : 3:26 am]
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[2024-4-17. : 1:53 am]
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[2024-4-17. : 1:52 am]
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