Posted by: LetsPopSomeTanks - Sunday, January 26, 2020 10:19:49 PM
Is there a way to script a time limit that prevents AI from being able to fight each other? I'm trying to make a map that involves setting up a large defense, but I can't get it set up before the AI starts attacking. I have tried to circumvent this by adding other AI and having them fight each other while I set up a defense, but this isn't a great solution. Another thing I tried was creating a bunch of structures blocking their path that they would have to destroy. Again, not an ideal solution. I'm sure there is something pretty simple, but I'm new to WorldBuilder and can't really find it in the scripts.

Posted by: AdrianeMapMaker - Tuesday, January 28, 2020 8:45:30 AM
is this a skirmish map or a mission map?

Posted by: LetsPopSomeTanks - Tuesday, January 28, 2020 10:01:47 AM
[quote=adrianemapmaker;149452]is this a skirmish map or a mission map?[/quote] Just for a skirmish map.

Posted by: zero hour mad map maker - Tuesday, January 28, 2020 5:56:03 PM
I know it's easier to pull off in a mission map because you can just make it to where the AI doesn't attack before a desired trigger; however there are a lot of creative approaches to this. As for Skirmish, if you want to get detailed, you can import the Skirmish scripts for your specific map and edit it to where you increase the attack timers on the AI. The AI scripts can be found here: http://www.cnclabs.com/downloads/details.aspx?id=391 Once you download that you can then go the script menu of your specific map and import them. You can find the counters in each AI difficulty level that sets the AI to attack in waves. For example, here we can see the counter's escalation in the China Easy AI. [img]https://i.postimg.cc/QMgMcN5P/scriptAI.png[/img] Now, I personally have never played around with this, but in THEORY the slower you make these counters escalate, the slower the AI will send out waves to attack you. This is where things can be fun.

Posted by: SkyMix_RMT - Wednesday, January 29, 2020 6:01:56 AM
If it is for skirmish, have a script trigger right at the beginning overriding all AI relationships to regard you as Neutral. Than after X amount of time override the relationship again so they regard you as enemy.

Posted by: zero hour mad map maker - Wednesday, January 29, 2020 5:20:01 PM
I just want to point out, that while overriding the player's relationships with the AI does indeed work, however, that does not stop the AI from sending troops over to your base and gathering their forces. The reason I posted the other method is in case you wanted to get more detailed than just having hordes of AI units around your base perimeters; sitting there until the relationships change again. You can play around with delaying their overall recruitment and build process in the Skirmish Scripts if you'd like. Do whatever method fits what you're looking for and your time the best. [+1]

Posted by: SkyMix_RMT - Friday, January 31, 2020 10:29:45 PM
[quote=Zero Hour Mad Map Maker;149459]that does not stop the AI from sending troops over to your base and gathering their forces.[/quote] Oh nice I didn't know about that, thx for pointing out

Posted by: zero hour mad map maker - Saturday, February 1, 2020 1:37:10 PM
[quote=SkyMix_RMT;149460][quote=Zero Hour Mad Map Maker;149459]that does not stop the AI from sending troops over to your base and gathering their forces.[/quote] Oh nice I didn't know about that, thx for pointing out [/quote] Yeah np! It's quite funny to see them go over to your base and just move around taking a tour of it lol