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Thread: Some questions about the 'AI Setup' part of campaign_script

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  1. #1

    Default Some questions about the 'AI Setup' part of campaign_script

    I've been shamelessly removing some scripts, and just wondered about this section in campaign_script.

    Of the 4 script types here (additional generals, settlement conquerors, send character away, king's purse), I'm not 100% on what they all are.

    As I understand, additional generals just means the AI gets a couple of extra general characters. Now, is settlement conquerors the extra armies for conquering the undefended rebel territories on the first turn?

    The main one I'm unsure of is send character away. What does this do?

    Also, I changed the AI bonus section to read:

    Code:
     
    ;############################# AI Bonus ###############################
    declare_counter is_the_ai
    monitor_event PreFactionTurnStart not IsFactionAIControlled
     and not FactionType slave
     set_event_counter is_the_ai 0
    end_monitor
    monitor_event PreFactionTurnStart IsFactionAIControlled
     and not FactionType slave
     set_event_counter is_the_ai 0
    end_monitor
    The idea here was to remove the buildings bonuses the AI gets. But will this affect anything else?

    Thanks for any help.

  2. #2

    Default Re: Some questions about the 'AI Setup' part of campaign_script

    The garrison script, for one.

    Just comment out the building bonuses you don't like from the EDB.

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