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#1 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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AI file for scand
I have made a file for scand.
Now where shall place it for it being used? # Scandinavia 1936 AI File by Vikvar switch = no # [yes/no] max_front_ratio = 1.5 max_garrison_prop = 0.1 min_garrison_prop = 0.05 neutrality = 60 war = 1 upgrading = 10 reinforcement = 10 strat_redeploy_threshold = 25 max_redeploying = 25 exp_force_ratio = 0.5 exp_force_ratios = { } no_exp_forces_to = { } use_offensive_supply = no desperation = 40 #If more than this % of ic is occupied by enemy, panic and build militia hordes. war = 65 ################################### # Diplomacy ################################### combat = { } # Modifier to chance that country will accept a demand for territory. claim_acceptance = X # The countries we will demand territory from if we have claims on them. demand_claims = { NOR DEN SWE FIN ICE } # The countries we will set free if we control their territory. liberate = { LIT EST LAT } # Special resistance against "influence" by the listed nations. Value range = [0 - 10] resistance = { } # Country tags listed with a value specifying how much we want to destroy them. combat = { NOR = 100 DEN = 100 FIN = 100 SWE = 100 ICE = 100 } # Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence. protect = { } # Countries listed here are considered our natural allies. We will try to influence them and ally with them. befriend = { } # Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.) target = { 112 = 90 126 = 90 127 = 90 123 = 90 122 = 90 121 = 90 120 = 90 119 = 90 115 = 90 113 = 90 114 = 90 106 = 90 105 = 90 104 = 90 102 = 90 101 = 90 100 = 90 99 = 90 98 = 90 97 = 90 93 = 90 95 = 90 96 = 90 92 = 90 292 = 90 293 = 90 294 = 90 107 = 90 108 = 90 109 = 90 110 = 90 111 = 90 116 = 90 117 = 90 118 = 90 124 = 90 125 = 90 128 = 90 129 = 90 91 = 90 295 = 90 800 = 90 1 = 90 2 = 90 103 = 90 141 = 90 142 = 90 140 = 90 143 = 90 138 = 90 139 = 90 137 = 90 131 = 90 130 = 90 132 = 90 136 = 90 148 = 90 147 = 90 144 = 90 145 = 90 146 = 90 149 = 90 } befriend = { GER = 100 FIN = 100 ENG = 80 FRA = 80 USA = 50 SOV = 50 } protect = { } trade = { cancel_deal_threshold = 2 energy = -1 rare_materials = -1 metal = -1 oil = -1 supplies = -1 money = -1 favored = { GER = 150 FIN = 50 USA = 10 FRA = 50 ITA = 50 ENG = 50 SOV = 10 } embargo = { NOR DEN SWE ICE FIN} } tech_sharing = { favored = { GER = 150 FIN = 50 USA = 10 FRA = 50 ITA = 50 ENG = 50 SOV = 150 } embargo = { } not = { } prioritized = { # Arcriculture 5020 = 100 5030 = 100 5040 = 100 # Inf support 1310 = 100 1320 = 100 1330 = 100 1340 = 100 1350 = 100 1360 = 100 # Production 5050 = 100 5060 = 100 5070 = 100 5080 = 100 5090 = 100 5100 = 100 5110 = 100 5120 = 100 5130 = 100 5150 = 100 5180 = 100 # Mountain Unit techs 1110 = 100 1120 = 100 1130 = 100 1140 = 100 # Light tanks 2020 = 100 2030 = 100 2040 = 100 2050 = 100 2060 = 100 } } ################################### # Spying ################################### spyprefs = { percentage_on_spies = 0.2 percentage_foreign_mission = 0.7 # Used for Homeland Defense Spying spyprefsdata = { NumberOfSpies = 3 counter_espionage = 10 country = SWE } # Defaul Spy parms used for countries the AI is atwar with but has no specific entry spyprefsdata = { country_priorities = 3 NumberOfSpies = 3 min_number_of_spies = 1 steal_blueprint = 10 minister_assassination = 1 smear_campaign = 3 coup = 4 sabotage_industry = 5 nuclear_sabotage = 0 found_partisans = 0 massmedia = 3 counter_espionage = 5 disrupt_techteam = 5 country = NONE } } ################################### # Construction and Tech Research ################################### #Default values construction = { max_factor = 1.00 AA_batteries = yes max_AA_level = 4 AA_provs = { 101 # Stockholm 93 # Malmo 126 # Kiruna } coastal_fort = yes max_coastal_level = 2 coastal_fort_provs = { } radar_station = yes max_radar = 5 radar_provs = { } air_base = yes max_air_base = 2 air_base_provs = { } naval_base = yes max_naval_base = 2 naval_base_provs = { } land_fort = yes max_land_level = 2 fort_borders = { } ic_at_war = yes force_ic_until = 1945 ic_end_year = 1945 IC_provs = { 101 # Stockholm 93 # Malmo 98 # Gotegorg 102 # Uppsala 104 # Vasteras } } military = { relative_build_scheme = no max_batch_peace = 360 max_batch_war = 180 max_batch_home_front = 180 #### Divisions etc... infantry = 30 cavalry = 2 motorized = 10 mechanized = 20 light_armor = 6 armor = 6 paratrooper = 2 marine = 3 bergsjaeger = 10 garrison = 2 hq = 3 militia = 5 # 49 % interceptor = 9 multi_role = 2 cas = 6 strategic_bomber = 2 tactical_bomber = 5 naval_bomber = 4 transport_plane = 1 flying_bomb = 2 flying_rocket = 2 # 20 % battleship = 6 carrier = 2 escort_carrier = 2 destroyer = 20 light_cruiser = 7 heavy_cruiser = 4 battlecruiser = 5 submarine = 8 nuclear_submarine = 4 transports = 4 # 31 % #### Brigades artillery = 20 sp_artillery = 2 rocket_artillery = 1 sp_rct_artillery = 2 anti_tank = 18 tank_destroyer = 3 light_armor_brigade = 1 heavy_armor = 2 super_heavy_armor = 2 armored_car = 5 anti_air = 2 police = 4 engineer = 7 cag = 100.000 } technology = { endgoal = { } preference = { # Tools 5050 5060 5070 # Engineering 5080 5090 5100 # Production Control 5110 5120 # Assembly Line 5130 5140 5150 5160 5180 # Cryptography 5310 5320 5330 5340 # Special Weapons 7140 7150 7160 #Infantry 1010 1020 1030 1040 1050 1060 # Light tanks 2020 2030 2040 2050 2060 # Medium tanks 2070 2080 2090 # Mountain Unit techs 1110 1120 1130 1140 # Naval Doctrines 8070 # Air Doctrines 9040 9050 9060 9080 9100 9110 9120 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420 # CAS 4170 4280 4180 # Rocket Assembly 5170 # Airborne 1070 1080 1090 1100 # Motorized 1230 1240 1250 # Marines 1150 1160 1170 1180 # Cavalry 1190 1200 1210 1220 # Mechanized 1260 1270 1280 1290 # Atomic Research 5470 5480 5490 5500 5510 5520 5530 5540 # Rocketry 5550 5560 5570 5580 5590 # Bas Decimetric 5410 5420 5430 5440 5450 5460 # Air Transports 4250 4260 4270 # Multirole Fighters 4040 4070 4100 # Naval Bomber 4190 4200 4210 # Strategic bombers 4220 4230 4240 # Tank destroyers 2170 2180 2190 2200 2210 # SP guns 2220 2230 2240 2250 # SP Rocket Artillery 2260 2270 2280 # Static Anti-Air 2450 2460 2470 2480 2490 2500 # Anti Air Brigade 2510 2520 2530 2540 # Rocket Artillery 2370 2380 2390 # Armoured Cars 2150 2160 # Heavy Cruiser 3130 3140 3150 3160 3170 3180 3190 # Battle Cruiser 3190 3200 3210 3220 3230 3240 # Battleship 3250 3260 3270 3280 3290 3300 3310 # Carrier 3320 3330 3340 3350 3360 3370 3380 3390 # Light Carrier 12100 12110 12120 12130 12140 12150 # Submarines 3400 3410 3420 3430 3440 3450 # Strategic Air Doctrines 9140 9150 9160 9170 9180 9430 9440 9450 9460 } ignore = { } armor = 3 infantry = 5 industry = 4 aircraft = 2 naval = 2 land_doctrines = 2 secret_weapons = 1 air_doctrines = 1 naval_doctrines = 1 } ################################### # Ground Combat, Leaders and Garrisons ################################### leader_ratio = { land_field_marshal =0.02 land_general =0.031 land_lt_general =0.41 sea_grand_admiral =0.02 sea_admiral =0.061 sea_vice_admiral =0.401 air_marshal =0.02 air_general =0.091 air_lt_General =0.11 } garrison = { defend_overseas_beaches = yes home_multiplier = 1.0 overseas_multiplier = 0.5 home_peace_cap = 20 war_zone_odds = 2.0 key_point_prio_mult = 0 revolt_risk_mult = 1.0 # PRIORITIES: beach = 20 # Beach level 2 capital = 40 # Our capital human_border = 0 # Ignored for allied human players war_target = 50 # The next country targeted for attack by this AI opposing_alliance = 50 # For neutrals, all alliances are "opposing" claim_threat = 0 # If we are neutral, countries with claims on us get this unstable_border = 0 # Bordering countries at war with someone else get this # Borders with specific countries country_priorities = { SOV = 100 FIN = 50 NOR = -1 GER = 10 } province_priorities = { } area_multiplier = { } } front = { recklessness = 1 # 0-3 distrib_vs_ai = even distrib_vs_human = even enemy_reinf_days = 6 reserve_prop = 0.1 panic_ratio_vs_ai = 2.5 panic_ratio_vs_human = 2.5 base_attack_odds = 1.3 min_attack_odds = 1.1 max_attack_odds = 3.0 reinforce_odds = 1.2 withdraw_odds = 0.6 strength = 1.0 organisation = 1.0 soft_attack = 1.0 hard_attack = 1.0 ground_defense = 1.0 dig_in = 1.0 # Against defender frozen_attack = 1.0 snow_attack = 1.0 blizzard_attack = 1.0 storm_attack = 1.0 muddy_attack = 1.0 occupied = 0.7 owned = 0.7 jungle_attack = 1.0 mountain_attack = 1.0 swamp_attack = 1.0 forest_attack = 1.0 hill_attack = 1.0 urban_attack = 1.0 river = 1.0 enemy_handicap = { } passivity = { } } ################################### # Air bombardment and defense ################################### # Air AI File For Ground Bombings as priority # bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead air_marshal = { min_mission_strength_org = 0.8 icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed # desirability is a multiplier used when calcualting the mission desirability airsuperioritydesirability = 30.0 groundattackdesirability = 40.0 inderdictiondesirability = 20.0 logisticalstrikedesirability = 2.0 runwaycrateringdesirability = 10.0 strategicstrikedesirability = 10.0 installationstrikedesirability = 5.0 navalstrikedesirability = 15.0 portstrikedesirability = 9.0 convoyraiddesirability = 9.0 # tolerance is the required kill:loss ration expected to do # mission, 2.0 accept twice the losses of your enemy, 0.5 accept half airsuperioritylosstolerance = 1.0 groundattacklosstolerance = 1.0 interdictionlosstolerance = 2.0 logisticalstrikelosstolerance = 0.5 runwaycrateringlosstolerance = 1.5 strategicstriketolerance = 4.5 installationstriketolerance = 1.5 navalstriketolerance = 1.0 portstriketolerance = 1.0 convoyraidtolerance = 1.0 # efficency is a tweakable param to adjust according to how # much actual damage comes from doing this mission (not to be confused with desirability) logisticalstrikeefficency = 0.01 runwaycrateringefficency = 0.01 strategicstrikeefficency = 0.01 installationstrikeefficency = 0.01 taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } } ################################### # Invasions and Naval ################################### invasion = { base = 0.1 #Relative modifier. (lower = specific targets much more important.) random = 8.0 #How big a random range. (1.0 = 1%) coastal = 0.1 #increase to avoid coastal forts more. beach = 0.1 #higher, avoid worst beaches. distance = 20.0 #higher = avoid long distance. pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same. island = 0.1 #prioritise taking pure islands. enemy = 2.0 #higher = much more vary of troops in province. adjacentenemy = 2.0 #higher = much more vary of troops nearby air_base = 1.5 naval_base = 0.1 air_support = 3.0 redirect = nearest ignore = no target = { } } admiral = { min_org = 100 # NEW: Percent of org gained back before the unit can leave port min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships ignore = { #Murmansk/Archangel "Barents Sea" "Arctic Ocean" #Norway Coast (Denmark Coast) "Norwegian Sea" "East North Sea" #North Sea, East Coast of England "Central Northsea" "West Northsea" "Southeast Northsea" #England/France border Sea Areas "English Channel" "Bay of Biscay" "Cape Finisterre" #Spanish Coast (Atlantic Side) "Portugese Coast" "Cap St Vincent" #Iceland "Faroes Gap" "Denmark Strait" #Ireland/West Coast of England "Irish Sea" "The Hebreides" "Irish West Coast" #Greenland "Greenland Coast" "Northern Sea of Labrador" "Southern Sea of Labrador" #Canada East Coast "Hudson Bay" "Grand Banks" "Canadian Maritimes" #Western Mediterranean "Costa del Sol" "Gulf of Lyon" "Algerian Coast" #Central Mediterranean "Tyrrhenian Sea" "Adriatic Sea" #Eastern Mediterranean "Black Sea" "Aegean Sea" "Egyptian Coast" #North Atlantic "North Atlantic" "Western Approaches" "The Seamounts" "Azores" #Central Atlantic "Central Atlantic" "Central Mid-Atlantic Ridge" "Bermuda Triangle" "Guiana Basin" "South-Central Mid-Atlantic Ridge" "Cap Verde" #South Atlantic "Pernambuco Plain" "Ascension Fracture Zone" "Argentine Plain" "Angola Plain" #Caribbean Sea and Guilf of Mexico "West Gulf of Mexico" "East Gulf of Mexico" "Florida Strait" "Yucatan Strait" "Windward Islands" "Central Carribean" #Brazil and Argentina Coast "Coast of Guyana" "Coast of Recife" "Coast of Uruguay" "Coast of Brazil" "Coast of Argentina" # West Africa "Coast of Africa" "Coast of Bissao" #Equitorial Africa "Gulf of Guinea" "Coast of Angola-Namibia" #South Africa "Coast of South Africa" "Atlantic-Indian Ridge" #East Africa "Red Sea" "Horn of Africa" #Madagascar Coast "South Mozambique Channel" "North Mozambique Channel" "Northeast Coast of Madagascar" "Southeast Coast of Madagascar" #North Indian Ocean (Persian Gulf) "Persian Gulf" "North Arabian Sea" "South Arabian Sea" "Coast of Ceylon" #Central/South Indian Ocean "Mascarene Plateau" "Mid-Indian Ridge" "Ninetyeast Ridge" "Southeast Indian Ocean" "Southwest Indian Ocean" #Bay of Bengal & West Indonesia "East Bay of Bengal" "West Bay of Bengal" "Malacca Strait" "Java Ridge" "Java Trench" #Indo-China, Borneo, Phillipenes "Gulf of Siam" "Coast of Indochina" "Spratly Sea" "Coast of Brunei" "Flores Sea" "Sulu Sea" "Celebes Sea" "Luzon Strait" #China Coast "Taiwan Strait" "Yellow Sea" #Japanese Coast "Sea of Japan" "Ryukyus" "Coast of Japan" "South Sea of Okhotsk" "West Sea of Okhotsk" "East Sea of Okhotsk" #Mariana Basin, Phillipenes "Philipine Trench" "Central Philippine Sea" "Mariana Trench" "East Mariana Basin" "Mid-Pacific Mountains" "North Bismarck Sea" #New Guinea, East/North Australia and New Zealan "Coast of New Guinea" "Molucca Sea" "Banda Sea" "Arafura Sea" "South Bismarck Sea" "Solomon Sea" "West Coral Sea" "East Coral Sea" "North Tasman Sea" "South Tasman Sea" "East Cost of New Zealand" # South and West Australia "Timor Sea" "West Coast of Australia" "East Great Australian Bight" "West Great Australian Bight" #North Pacific "Coast of Kamchatka" "East Bering Sea" "West Bering Sea" "Aleutians" "Northwest Pacific Basin" "North Northeast Pacific Basin" #Central Pacific "Hawaiian Rise" "North East Pacific Ocean" "Marshalls Sea" "South East Pacific Ocean" "Marianas" "Western Solomons" "Eastern Solomons" "US Maritimes" "Carolines" #South Pacific "Gilberts" "Line Islands" "Fiji Basin" "Southwest Pacific Basin" # South American West Coast "Southeast Pacific Basin" "West Coast of Chile" "West Coast of Peru" "South Southeast Pacific Ocean" "North Southeast Pacific Ocean" # USA West Coast "Gulf of Alaska" "West Coast of the United States" #West Coast of Mexico "West Coast of Mexico" "West Coast of Central America" } target = { 2492 = 200 2494 = 200 2475 = 100 2476 = 100 } core = { 2481 2479 2489 } } |
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#2 |
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On loan to the C.S Navy
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Join Date: Jun 2004
Location: Great Britain
Posts: 4,326
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Place it in the AI folder...or do you mean where too put it for public use?
Things alter if you are using a mod-dir system. |
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#3 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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So I just have to place it in the AI folder and scand will understand that this one is the one to use?
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#4 |
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On loan to the C.S Navy
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Join Date: Jun 2004
Location: Great Britain
Posts: 4,326
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It should do, yes...Ai is a fickle creature...
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#5 |
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Wargamer Fanatic
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Location: M.I.A.
Posts: 1,927
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No. As SCA is a released country, you will need an event to activate the ai. Or it will continue to use default.ai.
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"It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to..." - Bilbo Baggins Dumb's Guide: How to make your own country - Now at VickyWiki too. Victoria Improvement Project V.I.P. - South America |
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#6 | |
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On loan to the C.S Navy
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Join Date: Jun 2004
Location: Great Britain
Posts: 4,326
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Quote:
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#7 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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ok so now I have to do a fucking event too.
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#8 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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Would this work? It is in a file named Scandinavia.txt in db\events.
sca_1936 is in the ai folder. #Hoi 2 scandinavian events written by V-X ########Adding the AI to the wortless piece of junk######## event = { id = 29500 random=no Country=sca trigger = { control = { province = 101 data = SCA } # Hufvudstaden } type = ai which = sca_1936.ai } |
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#9 |
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On loan to the C.S Navy
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Join Date: Jun 2004
Location: Great Britain
Posts: 4,326
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Id use the 'exists' trigger rather than a territory command myself...
You will need a date line of code in there also or it probably wont fire...the only time you dont use a date is if the event is triggered by another. The golden rule for events...for every { there must be a } |
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#10 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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There is equal { and },
I made the territorial trigger so that date dont have to be in it. But will hoi2.exe read it now? |
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#11 |
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On loan to the C.S Navy
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Join Date: Jun 2004
Location: Great Britain
Posts: 4,326
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You will still need the 3 lines of date code eg-
date = { day = 1 month = november year = 1945 } offset = 30 deathdate = { day = 30 month = december year = 1953 } Of this I am reasonably sure. If the event is in an event file (it doesnt have to be a scandanavia specific file, you can put it in the UK file if you want) it will be read by the game and acted upon, assuming the event is written correctly and the trigger criteria are met. |
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#12 |
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City of Light
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Join Date: Oct 2001
Location: Parmentier, Paris
Posts: 1,025
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Try adding this line to SCA in revolt.txt file in "db" folder:
ai = "Scandinavia.ai" This is working in EU2, but I'm not sure if it'll work in DD...
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Paris Je T'Aime |
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#13 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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It works!
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#14 | |
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City of Light
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Join Date: Oct 2001
Location: Parmentier, Paris
Posts: 1,025
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Quote:
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Paris Je T'Aime |
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#15 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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I played a game and the AI built ships defences factories and alot of great stuff.
But I cant find any scandinavia.ai in the same game. But why should it be there? I named it sca_1936.ai as you can see in the event. Actually I cant find any *.ai in the save game. Last edited by V-X; 30-06-2006 at 17:43. |
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#16 | |
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Colonel
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Location: Seattle, WA
Posts: 1,146
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Quote:
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#17 | |
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City of Light
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Join Date: Oct 2001
Location: Parmentier, Paris
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Quote:
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Paris Je T'Aime |
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#18 |
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Banned
Join Date: Mar 2005
Location: östkusten, Skandinavien
Posts: 191
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I did not use ai = "Scandinavia.ai". I used the event I wrote. And it works fine, even thou everyone said it wouldnt.
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