Do the AI players get fow removed as well as the player, when you use this cheat?
Do the AI players get fow removed as well as the player, when you use this cheat?
No, just the player does i believe.
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Terrae Expugnandae Gold Open Beta for RTW 1.5
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and never leave it on because 1 turn takes a day!
yeah i used it afew times i get sick of my ships keep running into pirates
and i use it for finding enemy armies to ahve a proper fight
Democracy is when the indigent, and not the men of property, are the rulers.
Aristotle
I do skip AI movement too, it takes too long. If the AI interacts with your faction you see it but otherwise, who cares?
another great use for toggle_fow is to find a nice assassin target.
The AI doesn't benefit from toggle_fow. I have seen several other people asking about this so I wrote a script with a new trait called AISightBonus. It basically gives every character (except slaves) controlled by the AI a +5 sight bonus the first time you click End Turn. Only the characters controlled by the AI at the start of the game are effected.
The script does not run if you play the following factions:
Mongols
Timurids
Slaves
In the future I might add a trigger which gives the bonus to any agent the AI creates at any time in the game.
http://www.twcenter.net/forums/downl...o=file&id=1447
I thought the AI already had a sight bonus, at least on VH. How else would their armies and merchants trail you like a shadow knowing they should not been able too do so. Even if you twist and turn to escape they still manage to shadow you taking the most direct route to you.
Noticed this back in RTW also
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Enough is enough.
@ GrnEyedDvl
I used your trait and it works. Instead of using the script that gives it to all units, I just made this trigger:
Spoiler Alert, click show to read:
So all AI characters will always get it.
I'm going to see if I can change the bonus to +10 or something too.
I think the AI hax with toggle_fow on second thought!
Whats with all the talk about skipping movement?? Make a new thread.
You cant take the bonus over 5. I applied the bonus to my characters when testing and took some screen shots. Over 5 has no effect. I have some screen shots if you are interested in seeing them.
As for aplying it to all characters every turn I didnt want to go that way because of some other considerations. The AI might not need the bonus after establishing a decent sized base.
The way you are doing it now, the trigger applies it to every character every turn, the trigger always runs. A better way to do it would to run my script at the beginning, then create it to trigger on AgentCreation. Then you could apply several different conditions to it, such as only apply if faction size is under x, lots of options.
There will be a second version someday, most likely mixed in with some economics stuff I am working on, as possibly mixed with Ultimate AI.
Yeah I tested having it over 5 and found it didn't work.
I want the AI always to see as much as they can, because I want the game to be harder, and I want the AI to be smarter.
This is probably the best way to give the AI more vision, making the AI "smarter" cant be done, its all done through a decision tree with lots of variables. The Ultimate AI script is pretty good, one of these days I will combine that with this one and a couple of the other things I have been working on. Right now I have just been busy doing other stuff, trying to get my new group together. I have about 30 projects in various stages of completion lol
Does toggle_fow make the AI weak? because the player has 100% vision does it affect the gameplay totally? when activating toggle_fow AI is like still blind?,. So this cheat is not fun at all thats why its called cheat eh? toggle_fow(player=toggle_fow=allAI) to be fair I think the AIs will act smarter.. does not happen in toggle_fow only the player faction has benefits![]()