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-   -   make all AI's allied (http://forum.shrapnelgames.com/showthread.php?t=36579)

Wikd Thots October 25th, 2007 12:59 PM

make all AI\'s allied
 
Can someone post the text file that would need to be added to a map to make all AI players allied against the human players?

NTJedi October 25th, 2007 01:17 PM

Re: make all AI\'s allied
 
Depends on what nation you're playing and what era you're playing... otherwise you'll be allied with the AIs as well.

Edi October 25th, 2007 01:18 PM

Re: make all AI\'s allied
 
#allies <nbr1> <nbr2>

for each pair that you wish to have allied. Going to be a LONG list of #allies commands in the map file if you want ALL AIs to be friendly among each other.

So just start with
#allies 1 2
...
#allies 1 <last nation number in era>
#allies 2 3
...
#allies 2 <last nation number in era>
#allies 3 4
etc.

Once you have that, you can copy-paste it to all map files. Just make sure you don't ally nations 23-25 with anyone or things could get VERY interesting (23 is independents and 24 and 25 are special monsters).

Folket October 25th, 2007 04:43 PM

Re: make all AI\'s allied
 
So there are two factions of special monsters. When do I get to see them fight?

Wikd Thots October 26th, 2007 11:45 AM

Re: make all AI\'s allied
 
Quote:

NTJedi said:
Depends on what nation you're playing and what era you're playing... otherwise you'll be allied with the AIs as well.

No the docs say that it only affects AIs. So even if it is your nation it should ignore it. I think Gandolph said something about that also. I was hoping to pull him back in to give us a file like he did this one.
AIplayers.txt

Wikd Thots October 26th, 2007 11:48 AM

Re: make all AI\'s allied
 
Quote:

Edi said:
Once you have that, you can copy-paste it to all map files. Just make sure you don't ally nations 23-25 with anyone or things could get VERY interesting (23 is independents and 24 and 25 are special monsters).

Right. That's what I was hoping for. "Once you have that". I thought some programmer could whip up something that would count the numbers and write them to a file. I sure don't want to do it manuall.

Edi October 26th, 2007 12:17 PM

Re: make all AI\'s allied
 
The problem is that there are gaps in the nation number list and not all nations in a given era are consecutive. E.g. Lanka is 68 and in EA, Eriu is 69 and in MA, Serpent Cult Pythium is 70 and in LA.

Consult the DB for an up to date list and how you need to do them. You are probably going to have to put them manually, unless you want to have everything from all eras allied on a SP map. That last one is easy to automatem just skipping 23, 24 and 25 allying with anything.

Wikd Thots October 27th, 2007 01:09 PM

Re: make all AI\'s allied
 
All in one would be fine since any that are not in that game would be ignored I think.

Except that would be a LOT of lines. But it would be easier to trim it down than to build it up.

Valandil October 27th, 2007 07:28 PM

Re: make all AI\'s allied
 
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?

Endoperez October 27th, 2007 08:35 PM

Re: make all AI\'s allied
 
Not hard, but boring. Achieving a boring thing is actually much harder than achieving a hard one.

lch October 27th, 2007 08:50 PM

Re: make all AI\'s allied
 
Quote:

Folket said:
So there are two factions of special monsters. When do I get to see them fight?

I suspect that they fight automatically, since they are supposed to be different special monsters. One might quite possibly be Bogus and his men, the other faction could be Doom Horrors, or units from those remote spells that don't bear the casters flag, before becoming indies. (to fight the defenders)

Edratman October 28th, 2007 02:33 PM

Re: make all AI\'s allied
 
Taking this thread to the side:

I have always seen the independents and special monster nation numbers on the list, but ignored them. What would happen if I assigned a province and maybe even a pretender to one of these in a map edit? Would they become an additional nation? Or would they get chopped because they are not in the nation setup menu?

Edi October 28th, 2007 06:45 PM

Re: make all AI\'s allied
 
You're likely to get Very Interesting results, but what those results would be, nobody knows.

Edratman October 29th, 2007 09:05 AM

Re: make all AI\'s allied
 
I set up a map setting up a #specstart for nation 24 and it did not appear in the specified province. I guess that because it wasn't in the nation setup menu it didn't get placed, although I did use random for the nation.

Is it possible that there was an era conflict? I have seen that before with typos.

Eljay October 29th, 2007 09:09 AM

Re: make all AI\'s allied
 
Quote:

Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?

Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.

Wikd Thots October 29th, 2007 12:28 PM

Re: make all AI\'s allied
 
Quote:

Eljay said:
Quote:

Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?

Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.

Cool. Export the whole list to a text file and attach it to this thread please

Edi October 29th, 2007 12:39 PM

Re: make all AI\'s allied
 
Quote:

Wikd Thots said:
Quote:

Eljay said:
Quote:

Valandil said:
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?

Even easier; put it into excel. It has an auto increment feature which allows you to drag down a list of cells and increment the contents. You could then manually delete the lines which you did not want.

Cool. Export the whole list to a text file and attach it to this thread please

I don't know about everyone else, but to me this line here sounds like a demand/order that others produce what you need for you, even after you have been provided with instructions, even fairly extensive ones that allow automating a lot of it. That sort of thing gets on the nerves fairly quickly. How about trying your own hand at it?

llamabeast October 29th, 2007 01:20 PM

Re: make all AI\'s allied
 
Agreed that Wikd Thots is rude (habitually). However, I can't think that this could be done so easily in Excel - but I could do it in a minute or so in Perl. All I'd need is the highest nation number in the game. Do you know what it is Edi (don't have the database here)?

Edratman October 29th, 2007 01:32 PM

Re: make all AI\'s allied
 
The nation numbers range from 0 to 70.

Edi October 29th, 2007 02:06 PM

Re: make all AI\'s allied
 
It is actually very easy to do in Excel. Just add "#allies 1 " to two cells, select, drag down until you have 70, then "#allies 2 " and so forth. Then the next column gets 1, dragged down so it autoincrements, then repeat for others. Copy paste the whole lot to a text editor and replace all tabs with a single space and eliminate the rest. Done.

Still a lot more work than with a script.
Nation numbers go from 0 to 70, with 23, 24 and 25 as special monsters and several others currently not in use. You need to refer to the DB to see which lines need to be eliminated.

llamabeast October 29th, 2007 07:35 PM

Re: make all AI\'s allied
 
1 Attachment(s)
Okay, here is a complete set, allying every nation from 1 to 70 with every other nation, with nation numbers 23, 24 and 25 excluded. Hope it's helpful.

Wikd Thots October 30th, 2007 02:37 PM

Re: make all AI\'s allied
 
Thank you llamabeast.

To the others:
I wasn't trying to be demanding. I asked nice in the first post. But I did not ask how to do it. So it's just that answers like "it is easy to do" strike me as unfriendly answers.

From the download count it seems that others also did not rush to do the "easy" answers.


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