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October 25th, 2007, 01:18 PM
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National Security Advisor
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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).
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October 25th, 2007, 04:43 PM
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Major
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Re: make all AI\'s allied
So there are two factions of special monsters. When do I get to see them fight?
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October 27th, 2007, 08:50 PM
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General
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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?
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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)
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October 28th, 2007, 02:33 PM
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First Lieutenant
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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?
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October 28th, 2007, 06:45 PM
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National Security Advisor
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Re: make all AI\'s allied
You're likely to get Very Interesting results, but what those results would be, nobody knows.
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October 29th, 2007, 09:05 AM
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First Lieutenant
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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.
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Men do not quit playing because they grow old; they grow old because they quit playing.
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October 26th, 2007, 11:48 AM
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BANNED USER
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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).
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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.
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October 26th, 2007, 12:17 PM
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National Security Advisor
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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.
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October 27th, 2007, 01:09 PM
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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.
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October 27th, 2007, 07:28 PM
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Second Lieutenant
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Re: make all AI\'s allied
Um. Copy+paste, and increase the numbers by one each time. How hard could it be?
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