Also wie es aussieht willst du lieber mit einer selbsterstellten AI arbeiten.
erstelle eine Datei mit dem Namen immobile_units_wood.ai ;
erstelle eine Datei mit dem Namen immobile_units_wood.per ;
füge in die *.per folgendes ein:
<pre>
;RESSOURCENABBAU STEUERN
(defrule
(true)
=>
(set-strategic-number sn-maximum-food-drop-distance 10)
(set-strategic-number sn-maximum-wood-drop-distance 0)
(set-strategic-number sn-maximum-gold-drop-distance 10)
(set-strategic-number sn-maximum-hunt-drop-distance 10)
(set-strategic-number sn-maximum-stone-drop-distance 10)
(set-strategic-number sn-food-gatherer-percentage 30)
(set-strategic-number sn-wood-gatherer-percentage 0)
(set-strategic-number sn-gold-gatherer-percentage 30)
(set-strategic-number sn-stone-gatherer-percentage 30)
(set-strategic-number sn-cap-civilian-explorers 0)
(set-strategic-number sn-percent-civilian-explorers 0)
(set-strategic-number sn-percent-civilian-builders 10)
(disable-self))
;FELDER BAUEN
(defrule
(sheep-and-forage-too-far)
(idle-farm-count less-than 1)
(can-build farm)
=>
(build farm))
;HAEUSER BAUEN
(defrule
(housing-headroom less-than 5)
(can-build house)
=>
(build house))
;MILITAEREINHEITEN STEUERN
(defrule
(true)
=>
(set-strategic-number sn-percent-enemy-sighted-response 100)
(set-strategic-number sn-hits-before-alliance-change 25)
(set-strategic-number sn-number-explore-groups 0)
(set-strategic-number sn-percent-attack-soldiers 0)
(set-strategic-number sn-task-ungrouped-soldiers 0)
(set-strategic-number sn-number-attack-groups 0)
(set-strategic-number sn-enemy-sighted-response-distance 10)
(set-strategic-number sn-total-number-explorers 0)
(set-strategic-number sn-relic-return-distance 0)
(disable-self))
</pre>
Die AI baut aber noch keine Gebäude nach. Hier ein Beispiel zum Bau der notwendigen Gebäude (es sind aber nicht alle aufgelistet, das müsste man dann noch dementsprechend erweitern.
Falls du welche benötigst einfach in der "defconst-zeile" anstelle der 0 die gewünschte Zahl eintragen:
<pre>
(defconst Dorfzentrum 0)
(defconst Kaserne 0)
(defconst Schiessanlage 0)
(defconst Stall 0)
(defconst Waffenschmiede 0)
(defconst Burg 0)
(defconst Kloster 0)
(defconst Marktplatz 0)
(defconst Muehle 0)
(defconst Hafen 0)
(defconst Schmiede 0)
(defconst Uni 0)
(defrule
(building-type-count town-center less-than Dorfzentrum)
(can-build town-center)
=>
(build town-center))
(defrule
(building-type-count barracks less-than Kaserne)
(can-build barracks)
=>
(build barracks))
(defrule
(building-type-count archery-range less-than Schiessanlage)
(can-build archery-range)
=>
(build archery-range))
(defrule
(building-type-count stable less-than Stall)
(can-build stable)
=>
(build stable))
(defrule
(building-type-count siege-workshop less-than Waffenschmiede)
(can-build siege-workshop)
=>
(build siege-workshop))
(defrule
(building-type-count castle less-than Burg)
(can-build castle)
=>
(build castle))
(defrule
(building-type-count monastery less-than Kloster)
(can-build monastery)
=>
(build monastery))
(defrule
(building-type-count market less-than Marktplatz)
(can-build market)
=>
(build market))
(defrule
(building-type-count dock less-than Hafen)
(can-build dock)
=>
(build dock))
(defrule
(building-type-count blacksmith less-than Schmiede)
(can-build blacksmith)
=>
(build blacksmith))
(defrule
(building-type-count university less-than Uni)
(can-build university)
=>
(build university))
</pre>
Die Militäreinheiten haben die AI "immobile units".
Das heisst, sie bewegen sich nur um einen sichtbaren Feind anzugreifen, um sich zu verteidigen oder um Schalterbefehle auszuführen.
vielleicht hilft dir das etwas weiter
.