@Taiji
This is a "feature", for debug and such I paste Wscript.Echo intNumber after copy file orders (before "end if").Although I see a minor potential problem. Is there an easy way to tell which AI set was in use in the last battle? Possibly it could be worked out if the formations are obviously different. It just seems that when you have a problem reported it would be nice to know which file to focus on.
I don't fancy having strange acting AI, but it won't be a problem to introduce visibly various behaviour. The only issue will be with some settings that might not reload without quitting the game (like skirmish).
That's not a link to file posted in this thread (although they're similiar, TATW release contains more files) . You'll find it in the first post.What? you mean you can't download it? ... I had no probs there. Here's the link: http://www.twcenter.net/forums/attac...1&d=1241880180
@PB
The link was indeed broken, but the file's been available in the bottom of 1st post too.
@Soul Firez
If you're afraid of lack of stability, just make o copy of files my mods replace. Then it'll be easily reversible. Stakes script uses combined event-conditions monitoring and doesn't slow the game down, actually even if it did it would still be worth it .
@JonSnow
That's not a bug of my release - if AI doesn't switch missile units to melee when they're out of ammo, it's a hardcoded thing. Also a skirmishing unit won't engage into melee (when it still has ammo) if an appropriate part of it isn't caught up by enemy. As you see I try many workarounds to improve battle AI performance, but some things are beyond our reach.
Regards