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Thread: AI Scripts

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  1. #1

    Default AI Scripts

    I like to know if it is possible with RTW2 too

    1- Give AI Armys attack orders (So that lets say ROME attacks a city (Carthage) with a scripted-army, so that it really gets attacked around that time) And you get a warring message.
    2- Make a script that pops a scripted-army on the field to attack a army. So you give the script orders to attack''NAME of General"?
    3- Make a pirate Script so that pirates roem the sea for a period of time.

    And you get a triggered message with different objects to do? Are those things possible now or maybe later?
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  2. #2

    Default Re: AI Scripts

    Nobody really knows what is and what isn't possible (in many areas, at least), because CA have released absolutely no campaign scripting documentation, or Rome 2 scripting documentation at all.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  3. #3

    Default Re: AI Scripts

    Quote Originally Posted by Causeless View Post
    Nobody really knows what is and what isn't possible (in many areas, at least), because CA have released absolutely no campaign scripting documentation, or Rome 2 scripting documentation at all.
    i think they have not released any tolls for this because modders would see how basic the scripting is at the core of this game and there would be an outcry.

  4. #4

    Default Re: AI Scripts

    Quote Originally Posted by mr mojo risin View Post
    i think they have not released any tolls for this because modders would see how basic the scripting is at the core of this game and there would be an outcry.
    Let's leave conspiracy theories and pure CA bashing outta this thread, can we?
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  5. #5

    Default Re: AI Scripts

    Quote Originally Posted by Causeless View Post
    Let's leave conspiracy theories and pure CA bashing outta this thread, can we?
    yes ok, but it will be true.

  6. #6
    Civis
    Join Date
    Mar 2013
    Location
    Oostende,Belgium
    Posts
    190

    Default Re: AI Scripts

    Maybe a better question would be whether or not these have ever been possible in warscape games?
    If yes, those might be a lead on whether or not these are possible in Rome2.
    Attila: Total War TWC benchmark thread - New results included - last content update 14.03.2015

  7. #7

    Default Re: AI Scripts

    Moved from Rome II General Discussion.

  8. #8
    Senator
    Join Date
    Sep 2009
    Location
    Sydney, Australia
    Posts
    1,376

    Default Re: AI Scripts

    You may find none of this kind of stuff will be available until the DLC whoring is finished, as people may start making campaigns that they wish to sell.

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