Age of Empires II (2013)

Age of Empires II (2013)

Advance to the Steam Age
Explore new maps, multiplayer scenarios, and user created campaigns. Or reinvent your game experience with new sounds, visuals, AI, units, and more! Ready to share your creations with the world? Upload right from the map editor, or collaborate with friends to create a masterpiece collection.
How would I differentiate between AI players and Humans with triggers?
I have a scenario where most of the players start with transport ships and need to land on a continent. I had difficulty getting the ai to want to send their's to land so I decided to just task all the transports to go to a location and unload all passengers there. Human players can change the course if they want but the AI go to a location where resources are good and as far away from other players as possible. Sounds good enough, I guess.

Anywho, each of those players start with a number of villies, a hero, and an extra unit. The Briton and Frank AI immediately tasks their villagers to create a TC and begin working like normal (hooray!) but the Spanish just stand there doing nothing outside of scouting with their extra unit.
The Teutons begin working on their TC but always destroy it after trying to work on it, eventually just giving up in favor of a lumber camp. I thought it was because of wolves off the shore having the seeking range of an ICBM but they still do it even after I deleted those.

So what I was thinking was, just task the villagers to create the tc as soon as they disembark. Okay, cool. Problem is I couldn't figure out how to setup the trigger and even if I had it wouldn't be worth it as it would seem as though the scenario was playing itself too much for the human players.

I guess the easiest way for the AI in general is to just cheat them a TC but I can't manage to make it only work for AI players. Any ideas? I'm at a loss.
< >
Showing 1-5 of 5 comments
Alright! So the Dutch (Teutons) can now build their TC on their own. I had to change their landing location to a different spot. I still can't figure out what the Spaniard's problem is though. I'll try to change their starting locations like I did with the Teutons but I might it might be up with their villager count being lower than everyone else's.
Last edited by Captain Pentium; 9 Sep, 2020 @ 3:01pm
Captain Pentium 2 12 Sep, 2020 @ 9:05am 
The Spanish AI is killing me. No matter where I place them on the entire map, even in the other player's original locations, they just sit there doing nothing.

What's even more frustrating is the fact that their villagers convert to builders, which means they are at least trying to build something but just aren't doing it.

They almost worked when I set the map AI type to nomad but gave up. I can't continue testing that theory, either, because the scenario continuously resets it to Coastal (the seed i'm using as a base)

Grrr, sorry for the rant but it's pretty annoying that they're not working like everybody else is.
Captain Pentium 2 14 Sep, 2020 @ 11:47am 
:pstorment: Turns out the Spanish AI was trying to build a TC on the tiniest island that they passed on their way to the mainland and couldn't reach it so they stopped doing anything. Alright, problem solved.
T-West 4 19 Sep, 2020 @ 5:03am 
For the original question: I think you can check for AI players by using Gaia units and checking if they are converted: human players convert Gaia units while AI players don't. So for each player, put a unit from that player next to a Gaia unit and check whether it's converted. There's probably some units that don't have Line of Sight or take up population space so you can "hide" this check from players.
Captain Pentium 2 19 Sep, 2020 @ 11:33am 
Originally posted by TWest:
For the original question: I think you can check for AI players by using Gaia units and checking if they are converted: human players convert Gaia units while AI players don't. So for each player, put a unit from that player next to a Gaia unit and check whether it's converted. There's probably some units that don't have Line of Sight or take up population space so you can "hide" this check from players.
That's actually pretty clever and I still definitely have a use for it somewhere else in the scenario. It'd definitely make the AI's life a lot easier, that's for sure. Thanks! :wololo:
< >
Showing 1-5 of 5 comments
Per page: 1530 50