[ian-reeds-games] Re: AI control

  • From: "Jono Heaps" <jono_heaps@xxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 28 Aug 2013 15:38:06 +1200

I second that motion. There's nothing more irritating than units running
pell-mell all over the map because you forgot to turn off the AI control. I
don't know what I've done to deserve all this. First I get strike action,
now I've got mass insubordination. Lol.

 

Jono

 

 

 

From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Wednesday, 28 August 2013 3:06 p.m.
To: ian-reeds-games@freelist
Subject: [ian-reeds-games] AI control

 

Hi Ian,

I was wondering if it was possible to set AI control in the map editor for
unit and structures that the player controls?

I don't know how hard that would be to do, but I was thinking that it would
be better for units and structures to start player controlled, and then
turned on when desired. It is not a big thing, but I think at times the ai
controlled units that someone forgets to turn off end up kind of ruining the
game experience. 

 

An example, I had a white dragon get summoned,  I made some moves but didn't
want to dedicate the unit to a full on attack till I had back up. Well, I
forgot, and the stupid thing at the end of my turn, charged right in and
died quickly and ignoblely, lol. 

 

I was just wondering. OR maybe someone could make a script to do that, to
make units start uncontrolled?

 

Thanks,

al

 

"The truth will make you free"

Jesus Christ of Nazareth 33AD

 

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