Last Update: March 24, 2002 www.doomstone.co.uk
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Emperor Mods : AI Overview

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News: 15.03.02

Just added a bunch more stuff to the 3rd Year projects section. More on the way as I finalise the details...

Last Update: 24th March 2002

In this section, I'll be giving a brief overview of how to edit the various Emperor AI files. (be warned, I'm still ficguring a lot of this stuff out myself).

Basically, the decision making processes are mainly hardcoded internallly, so can't be edited. The editable stuff resides in AI0001.RFH:

Various decisions about what to build are loosely controlled by ai.ini, and can be edited according to the guidleines I've given (as with pretty much everything else here, this is a work in progress, so don't take anything I write as gospel).

These general AI settings are overwritten for certain special mission types by the other .ini files in the RFH, for missions such as homeworld defense and heighliner battles (which missions each file affects is included in its annotations).

Which units are used in various actions is controlled by objectsets.txt, and by adding new units into the appropriate sections, you can get the AI to use them.

The various actions taken by the AI are dictated by the .txt files in the AI0001.RFH file, and by editing these, you can tailor various strategies to suit your need. I've put up a guide to the strategy format. There are a huge number of these strategies, (I'll be trying to compile a complete list of them over the next couple of weeks) so trying to completely overhall the AI is likely to be a somewhat epic task, though any particularly inadequate startegies can be fixed without too much trouble.