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TSK 14 AI Attack

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Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 08:53

TSK 14 AI Attack

Can anyone explain how the attacks work in mission 14, how can they use repeating attacks without attacking right away?

Thanks in advance.
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The Dark Lord

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King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 28 Aug 2012, 09:22

Re: TSK 14 AI Attack

If you post the piece of script you're referring to I could take a look.
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Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 09:28

Re: TSK 14 AI Attack

Not sure if u need more, but here it is.
  Code:
!SET_CURR_PLAYER 1 !ENABLE_PLAYER 1 !SET_AI_PLAYER !SET_AI_START_POSITION 77 19 !SET_AI_CHARACTER RECRUT_COUNT 46000 !SET_AI_CHARACTER RECRUTS 5 !SET_AI_CHARACTER WORKER_FACTOR 7 !SET_AI_CHARACTER TOWN_DEFENSE 0 !SET_AI_CHARACTER TROUP_PARAM 0 12 4 !SET_AI_CHARACTER TROUP_PARAM 1 12 4 !SET_AI_CHARACTER TROUP_PARAM 2 12 4 !SET_AI_CHARACTER TROUP_PARAM 3 12 4 !SET_MAP_COLOR 3 !SET_NEW_REMAP 209 210 211 212 213 214 215 216 !SET_ALLIANCE 2 1 !SET_HOUSE 11 97 20 !SET_STREET 95 21 !SET_STREET 96 21 !SET_STREET 97 21 !SET_STREET 95 22 !SET_STREET 96 22 !SET_STREET 97 22 !SET_HOUSE 1 90 16 !SET_HOUSE 2 84 14 !SET_HOUSE 10 84 19 !SET_STREET 83 15 !SET_STREET 84 15 !SET_STREET 85 15 !SET_STREET 86 15 !SET_STREET 87 15 !SET_STREET 83 20 !SET_STREET 84 20 !SET_STREET 85 20 !SET_STREET 86 20 !SET_STREET 86 19 !SET_STREET 86 18 !SET_STREET 87 16 !SET_STREET 87 17 !SET_STREET 88 17 !SET_STREET 89 17 !SET_STREET 90 17 !SET_STREET 91 17 !SET_HOUSE 17 54 13 !SET_STREET 92 17 !SET_STREET 93 18 !SET_STREET 93 19 !SET_STREET 94 21 !SET_STREET 94 20 !SET_STREET 94 19 !SET_STREET 87 18 !SET_HOUSE 21 78 18 !SET_STREET 77 19 !SET_STREET 78 19 !SET_STREET 79 19 !SET_STREET 80 19 !SET_STREET 81 20 !SET_STREET 82 20 !SET_STREET 81 19 !SET_STREET 83 16 !SET_STREET 82 16 !SET_STREET 82 17 !SET_STREET 81 17 !SET_STREET 81 18 !SET_STREET 80 18 !SET_STREET 92 18 !SET_HOUSE 17 53 22 !SET_STREET 74 18 !SET_STREET 75 13 !SET_STREET 76 13 !SET_STREET 82 15 !SET_STREET 81 15 !SET_STREET 81 14 !SET_STREET 80 14 !SET_STREET 80 13 !SET_STREET 79 13 !SET_STREET 78 13 !SET_STREET 77 13 !SET_STREET 74 13 !SET_STREET 73 13 !SET_STREET 72 13 !SET_STREET 72 12 !SET_STREET 71 12 !SET_STREET 70 12 !SET_STREET 54 14 !SET_STREET 55 14 !SET_STREET 56 13 !SET_STREET 56 14 !SET_STREET 57 13 !SET_STREET 60 12 !SET_STREET 59 12 !SET_STREET 58 13 !SET_STREET 59 13 !SET_STREET 61 12 !SET_STREET 62 12 !SET_STREET 69 11 !SET_STREET 68 11 !SET_STREET 67 11 !SET_STREET 69 12 !SET_STREET 63 12 !SET_STREET 64 12 !SET_STREET 64 11 !SET_STREET 65 11 !SET_STREET 66 11 !SET_STREET 53 23 !SET_STREET 54 23 !SET_STREET 55 23 !SET_STREET 56 23 !SET_STREET 56 22 !SET_STREET 57 22 !SET_STREET 57 21 !SET_STREET 58 21 !SET_STREET 60 21 !SET_STREET 59 21 !SET_STREET 60 20 !SET_STREET 61 20 !SET_STREET 62 19 !SET_STREET 61 19 !SET_STREET 63 19 !SET_STREET 64 19 !SET_STREET 65 19 !SET_STREET 66 19 !SET_STREET 67 19 !SET_STREET 68 19 !SET_STREET 69 19 !SET_STREET 70 19 !SET_STREET 71 19 !SET_STREET 72 19 !SET_STREET 73 19 !SET_STREET 75 18 !SET_STREET 74 19 !SET_STREET 75 19 !SET_STREET 76 19 !SET_STREET 75 17 !SET_STREET 75 15 !SET_STREET 75 16 !SET_STREET 75 14 !SET_STREET 74 14 !SET_STREET 76 14 !SET_HOUSE 17 99 49 !SET_STREET 100 50 !SET_STREET 101 50 !SET_STREET 99 50 !SET_HOUSE 17 105 48 !SET_HOUSE 17 110 45 !SET_STREET 102 50 !SET_STREET 103 50 !SET_STREET 103 49 !SET_STREET 104 49 !SET_STREET 105 49 !SET_STREET 106 48 !SET_STREET 106 49 !SET_STREET 107 48 !SET_STREET 107 47 !SET_STREET 108 47 !SET_STREET 108 46 !SET_STREET 109 46 !SET_STREET 110 46 !SET_STREET 103 48 !SET_STREET 103 47 !SET_STREET 103 46 !SET_STREET 102 45 !SET_STREET 102 44 !SET_STREET 102 46 !SET_HOUSE 17 72 18 !SET_HOUSE 17 80 23 !SET_STREET 80 24 !SET_STREET 81 24 !SET_STREET 81 23 !SET_STREET 81 22 !SET_STREET 81 21 !SET_STREET 82 21 !SET_STREET 102 43 !SET_STREET 101 41 !SET_STREET 101 40 !SET_STREET 101 42 !SET_STREET 101 43 !SET_STREET 100 40 !SET_STREET 100 39 !SET_STREET 100 38 !SET_STREET 100 37 !SET_STREET 100 36 !SET_STREET 99 36 !SET_STREET 99 35 !SET_STREET 99 34 !SET_STREET 99 33 !SET_STREET 99 32 !SET_STREET 99 31 !SET_STREET 98 31 !SET_STREET 98 30 !SET_STREET 98 29 !SET_STREET 98 28 !SET_STREET 97 26 !SET_STREET 97 27 !SET_STREET 98 27 !SET_STREET 97 25 !SET_STREET 97 24 !SET_STREET 97 23 !SET_STREET 91 18 !SET_STREET 98 22 !SET_STREET 98 21 !SET_STREET 98 20 !SET_STREET 99 20 !SET_STREET 99 21 !SET_STREET 94 22 !SET_STREET 93 21 !SET_STREET 93 20 !SET_STREET 92 19 !SET_STREET 92 20 !SET_HOUSE 27 90 21 !SET_STREET 89 22 !SET_STREET 91 22 !SET_STREET 92 22 !SET_STREET 90 22 !SET_STREET 92 21 !SET_STREET 93 22 !SET_STREET 88 23 !SET_STREET 89 23 !SET_STREET 90 23 !SET_STREET 88 22 !SET_STREET 87 22 !SET_STREET 87 23 !SET_STREET 91 23 !SET_STREET 92 23 !SET_STREET 93 23 !SET_STREET 87 21 !SET_STREET 86 21 !SET_STREET 86 22 !SET_STREET 81 13 !SET_STREET 81 12 !SET_STREET 82 12 !SET_STREET 83 12 !SET_STREET 84 12 !SET_STREET 85 12 !SET_HOUSE 10 82 11 !SET_STREET 95 13 !SET_STREET 94 13 !SET_STREET 93 13 !ADD_WARE 1 9000 // Steine !ADD_WARE 2 100 // Bretter !ADD_WARE 3 1000 // Eisen !ADD_WARE 4 50 // Gold !ADD_WARE 5 9000 // Kohle !ADD_WARE 6 200 // Stahl !ADD_WARE 7 400 // Truhe !ADD_WARE 8 9000 // Wein !ADD_WARE 9 100 // Korn !ADD_WARE 10 9000 // Brot !ADD_WARE 13 9000 // Wurst !ADD_WARE 14 20 // Schwein !ADD_WARE 27 9000 // Fisch !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 9 // setze bauarbeiter !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 0 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_UNIT_BY_STOCK 13 // setze einheit !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 2 !SET_AI_ATTACK TROUP_AMOUNT 1 0 !SET_AI_ATTACK TROUP_AMOUNT 2 1 !SET_AI_ATTACK TROUP_AMOUNT 3 0 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 0 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 0 !SET_AI_ATTACK TROUP_AMOUNT 1 1 !SET_AI_ATTACK TROUP_AMOUNT 2 2 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 1 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 1 !SET_AI_ATTACK TROUP_AMOUNT 1 0 !SET_AI_ATTACK TROUP_AMOUNT 2 2 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 2 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 1 !SET_AI_ATTACK TROUP_AMOUNT 1 1 !SET_AI_ATTACK TROUP_AMOUNT 2 1 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 3 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 1 !SET_AI_ATTACK TROUP_AMOUNT 1 2 !SET_AI_ATTACK TROUP_AMOUNT 2 0 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 4 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 2 !SET_AI_ATTACK TROUP_AMOUNT 1 1 !SET_AI_ATTACK TROUP_AMOUNT 2 0 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 5 !SET_AI_ATTACK TYPE 0 !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 1 !SET_AI_ATTACK TROUP_AMOUNT 1 1 !SET_AI_ATTACK TROUP_AMOUNT 2 1 !SET_AI_ATTACK TROUP_AMOUNT 3 1 !SET_AI_ATTACK TARGET 2 !COPY_AI_ATTACK 6 !SET_GROUP 16 55 22 6 4 12 !SET_GROUP 18 60 16 6 4 12 !SET_GROUP 18 59 25 6 4 12 !SET_GROUP 16 56 13 6 4 12 !SET_GROUP 22 63 25 6 4 12 !SET_GROUP 22 64 14 6 4 12 !SET_AI_DEFENSE 55 22 6 0 30 0 !SET_AI_DEFENSE 60 16 6 2 30 0 !SET_AI_DEFENSE 59 25 6 2 30 0 !SET_AI_DEFENSE 56 13 6 0 30 0 !SET_AI_DEFENSE 63 25 6 3 30 0 !SET_AI_DEFENSE 64 14 6 3 30 0 !SET_GROUP 16 100 47 4 4 4 !SET_GROUP 18 110 43 4 4 8 !SET_GROUP 18 99 43 4 4 4 !SET_GROUP 16 106 45 4 4 8 !SET_GROUP 22 105 39 4 4 4 !SET_GROUP 22 94 45 3 4 8 !SET_AI_DEFENSE 100 47 4 0 30 1 !SET_AI_DEFENSE 110 43 4 2 30 0 !SET_AI_DEFENSE 99 43 4 2 30 1 !SET_AI_DEFENSE 106 45 4 0 30 0 !SET_AI_DEFENSE 105 39 4 3 30 1 !SET_AI_DEFENSE 94 45 3 3 30 0 !SET_AI_DEFENSE 87 46 2 0 40 1 !SET_AI_DEFENSE 64 31 6 3 40 1 !SET_AI_DEFENSE 64 19 6 1 40 1 !SET_AI_DEFENSE 69 15 6 2 40 1 !SET_AI_DEFENSE 112 31 5 0 50 1 !SET_AI_DEFENSE 120 28 4 0 50 1 !SET_AI_DEFENSE 99 38 0 1 50 1 !SET_AI_DEFENSE 54 17 6 2 40 1
Edit: decided u probably need more. :D
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Bence791

Knight

Posts: 618

Joined: 20 Jul 2012, 20:25

KaM Skill Level: Beginner

Location: Hungary

Post 28 Aug 2012, 09:40

Re: TSK 14 AI Attack

What I can understand with my low scripting skill is that AI will attack repeatedly, at the closest building, with varying groups of troops.

Troop types:
1 means Melee, 2 means Anti-horse, 3 is Ranged and 4 is Mounted.
The Kamper is always taking my colour!

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Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 09:43

Re: TSK 14 AI Attack

Thanks for your post but the reason why I ask this is because the AI doesnt attack in small groups but one large group, even if one of the small attack condition returns true.
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Bence791

Knight

Posts: 618

Joined: 20 Jul 2012, 20:25

KaM Skill Level: Beginner

Location: Hungary

Post 28 Aug 2012, 10:01

Re: TSK 14 AI Attack

Anyway, the attacks of the green player are very annoying.. if you attack them when they come across that thinner place in front of their towers, they'll send all their troops at you (I mean that place where your ally has his defense positions) Only I have noticed it? I have been killed many times by this, when I played TSK in the Remake.
The Kamper is always taking my colour!

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The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 28 Aug 2012, 10:12

Re: TSK 14 AI Attack

Hmm, lets see...
I changed the script a little to make it easier for myself.

!SET_GROUP 16 55 22 6 4 12
!SET_AI_DEFENSE 55 22 6 0 30 0
!SET_GROUP 18 60 16 6 4 12
!SET_AI_DEFENSE 60 16 6 2 30 0
!SET_GROUP 18 59 25 6 4 12
!SET_AI_DEFENSE 59 25 6 2 30 0
!SET_GROUP 16 56 13 6 4 12
!SET_AI_DEFENSE 56 13 6 0 30 0
!SET_GROUP 22 63 25 6 4 12
!SET_AI_DEFENSE 63 25 6 3 30 0
!SET_GROUP 22 64 14 6 4 12
!SET_AI_DEFENSE 64 14 6 3 30 0
!SET_GROUP 18 110 43 4 4 8
!SET_AI_DEFENSE 110 43 4 2 30 0
!SET_GROUP 16 106 45 4 4 8
!SET_AI_DEFENSE 106 45 4 0 30 0
!SET_GROUP 22 94 45 3 4 8
!SET_AI_DEFENSE 94 45 3 3 30 0

All these units won't attack (importance 0).

!SET_GROUP 16 100 47 4 4 4
!SET_AI_DEFENSE 100 47 4 0 30 1
!SET_GROUP 18 99 43 4 4 4
!SET_AI_DEFENSE 99 43 4 2 30 1
!SET_GROUP 22 105 39 4 4 4
!SET_AI_DEFENSE 105 39 4 3 30 1

These units can attack, but there are only 12 in total. Not enough to trigger any of the attacks, which require at least 35 units. So that's the reason they don't attack right away.

Now to your other question. Summed up, the AI will attack if the AI has 35 soldiers and:
- those 35 soldiers are two groups of melee and one group ranged
- one group of anti-cavalry, two groups ranged and one group cavalry
- one group of melee, two groups ranged and one group cavalry
- one group of each
- one group of melee, two groups of anti-cavalry and one group cavalry
- two groups of melee, one group anti-cavalry and one group cavalry
- one group of each (this attack exists twice in the script but that doesn't really add anything)

The AI starts with 4 crossbowmen, 4 sword fighters and 4 knights that can attack. Now imagine the AI recruits new soldiers. We'll see some new soldiers of each type and let us say that, after a while, the AI trained 5 units of each type. That would result in: 9 crossbowmen, 9 sword fighters, 5 pikemen and 9 knights. A total of 32 units. Now he trains one more pikeman, one more knight and one more sword fighter: 9 + 10 + 6 + 10 = 35. One attack will be triggered now:

!SET_AI_ATTACK TYPE 0
!SET_AI_ATTACK TOTAL_AMOUNT 35
!SET_AI_ATTACK TROUP_AMOUNT 0 1
!SET_AI_ATTACK TROUP_AMOUNT 1 1
!SET_AI_ATTACK TROUP_AMOUNT 2 1
!SET_AI_ATTACK TROUP_AMOUNT 3 1
!SET_AI_ATTACK TARGET 2

Judging by the script, the AI can only attack with 35 units at a time because in every possible situation an attack will be triggered. If he attacked with more than 35 units, the fight was probably close to his town which triggered other groups to defend, not to attack (although it may look like an attack).

If none of this is true it must have something to do with Remake's AI (if you're playing in Remake, otherwise it MUST be true :P).
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Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 10:23

Re: TSK 14 AI Attack

Thanks! that does make sense, is it the same for this code? (last question :D)
  Code:
!SET_CURR_PLAYER 2 // !ENABLE_PLAYER 2 !SET_AI_PLAYER !SET_AI_START_POSITION 102 93 !SET_AI_CHARACTER WORKER_FACTOR 7 !SET_AI_CHARACTER RECRUT_COUNT 30000 !SET_AI_CHARACTER RECRUTS 5 // AI Defence Formations !SET_AI_CHARACTER TROUP_PARAM 0 12 4 // Melee !SET_AI_CHARACTER TROUP_PARAM 1 12 4 // Anti-horse !SET_AI_CHARACTER TROUP_PARAM 2 12 4 // Ranged !SET_AI_CHARACTER TROUP_PARAM 3 12 4 // Mounted // AI Defence Positions !SET_AI_DEFENSE 69 99 6 0 30 1 // !SET_AI_DEFENSE 73 98 6 2 30 0 // !SET_AI_DEFENSE 70 106 6 2 30 1 // !SET_AI_DEFENSE 65 106 7 0 30 0 // !SET_AI_DEFENSE 77 98 6 3 30 0 // !SET_AI_DEFENSE 74 106 6 3 30 0 // !SET_AI_DEFENSE 79 105 6 0 30 1 // !SET_AI_DEFENSE 68 102 6 3 30 1 // !SET_AI_DEFENSE 73 102 6 1 30 1 // !SET_AI_DEFENSE 69 94 6 2 30 1 // !SET_AI_DEFENSE 98 62 4 0 30 1 // !SET_AI_DEFENSE 104 60 4 3 30 1 // !SET_AI_DEFENSE 107 69 6 1 30 1 // !SET_AI_DEFENSE 107 64 5 2 30 1 // // AI Attacks !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 1 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 1 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 1 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 0 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 2 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 0 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 1 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 1 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 1 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 0 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 2 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 2 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 0 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 1 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 2 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 3 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 2 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 0 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 0 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 4 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 25 !SET_AI_ATTACK TROUP_AMOUNT 0 0 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 1 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 1 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 1 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 5 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 1 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 1 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 0 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 1 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 6 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 0 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 2 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 1 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 7 // !SET_AI_ATTACK TYPE 0 //Repeating !SET_AI_ATTACK TOTAL_AMOUNT 35 !SET_AI_ATTACK TROUP_AMOUNT 0 0 //Melee !SET_AI_ATTACK TROUP_AMOUNT 1 2 //Anti-horse !SET_AI_ATTACK TROUP_AMOUNT 2 1 //Ranged !SET_AI_ATTACK TROUP_AMOUNT 3 0 //Mounted !SET_AI_ATTACK TARGET 2 //Closest Building From Start Position !COPY_AI_ATTACK 8 // !SET_AI_CHARACTER TOWN_DEFENSE 50 // Colour !SET_NEW_REMAP 104 104 105 105 106 106 107 107 // Lime Green !SET_MAP_COLOR 106 // Lime Green // Alliances !SET_ALLIANCE 1 1 // Buildings !SET_HOUSE 11 103 92 // !SET_HOUSE 17 67 97 // !SET_HOUSE 17 61 107 // !SET_HOUSE 17 65 102 // !SET_HOUSE 21 103 82 // !SET_HOUSE 1 108 94 // !SET_HOUSE 10 108 90 // !SET_HOUSE 2 108 85 // !SET_HOUSE 15 88 98 // !SET_HOUSE 10 87 102 // // Roads !SET_STREET 102 94 !SET_STREET 101 93 !SET_STREET 102 93 !SET_STREET 100 93 !SET_STREET 61 108 !SET_STREET 105 92 !SET_STREET 103 93 !SET_STREET 103 94 !SET_STREET 101 94 !SET_STREET 100 94 !SET_STREET 104 93 !SET_STREET 104 94 !SET_STREET 100 92 !SET_STREET 99 92 !SET_STREET 99 93 !SET_STREET 104 92 !SET_STREET 105 93 !SET_STREET 63 105 !SET_STREET 66 100 !SET_STREET 72 93 !SET_STREET 73 93 !SET_STREET 62 108 !SET_STREET 62 107 !SET_STREET 63 106 !SET_STREET 62 106 !SET_STREET 64 105 !SET_STREET 64 104 !SET_STREET 65 103 !SET_STREET 65 104 !SET_STREET 66 103 !SET_STREET 66 101 !SET_STREET 66 102 !SET_STREET 67 100 !SET_STREET 67 99 !SET_STREET 67 98 !SET_STREET 74 94 !SET_STREET 71 93 !SET_STREET 68 98 !SET_STREET 68 97 !SET_STREET 69 97 !SET_STREET 69 96 !SET_STREET 75 94 !SET_STREET 71 94 !SET_STREET 73 94 !SET_STREET 76 95 !SET_STREET 77 95 !SET_STREET 78 95 !SET_STREET 79 95 !SET_STREET 70 94 !SET_STREET 70 95 !SET_STREET 69 95 !SET_STREET 80 95 !SET_STREET 81 95 !SET_STREET 82 95 !SET_STREET 83 95 !SET_STREET 85 95 !SET_STREET 84 95 !SET_STREET 86 95 !SET_STREET 90 94 !SET_STREET 87 95 !SET_STREET 88 95 !SET_STREET 92 94 !SET_STREET 96 94 !SET_STREET 97 94 !SET_STREET 98 94 !SET_STREET 94 94 !SET_STREET 89 95 !SET_STREET 91 94 !SET_STREET 90 95 !SET_STREET 95 94 !SET_STREET 93 94 !SET_STREET 76 94 !SET_STREET 99 94 !SET_STREET 104 91 !SET_STREET 104 90 !SET_STREET 104 89 !SET_STREET 105 94 !SET_STREET 105 95 !SET_STREET 106 95 !SET_STREET 107 95 !SET_STREET 108 95 !SET_STREET 106 92 !SET_STREET 106 91 !SET_STREET 107 91 !SET_STREET 105 91 !SET_STREET 105 90 !SET_STREET 105 88 !SET_STREET 105 89 !SET_STREET 106 88 !SET_STREET 106 87 !SET_STREET 104 85 !SET_STREET 105 86 !SET_STREET 104 84 !SET_STREET 106 86 !SET_STREET 103 87 !SET_STREET 103 88 !SET_STREET 103 84 !SET_STREET 107 87 !SET_STREET 104 88 !SET_STREET 102 87 !SET_STREET 102 86 !SET_STREET 103 83 !SET_STREET 107 86 !SET_STREET 105 85 !SET_STREET 102 83 !SET_STREET 102 85 !SET_STREET 102 84 !SET_STREET 98 95 !SET_STREET 99 95 !SET_STREET 100 95 !SET_STREET 101 86 !SET_STREET 101 83 !SET_STREET 100 83 !SET_STREET 101 84 !SET_STREET 100 82 !SET_STREET 100 81 !SET_STREET 100 80 !SET_STREET 99 80 !SET_STREET 99 79 !SET_STREET 98 79 !SET_STREET 106 102 !SET_STREET 107 102 !SET_STREET 87 99 !SET_STREET 88 99 !SET_STREET 89 99 !SET_STREET 89 98 !SET_STREET 89 97 !SET_STREET 90 97 !SET_STREET 89 96 !SET_STREET 86 103 !SET_STREET 88 103 !SET_STREET 87 103 !SET_STREET 89 103 !SET_STREET 89 102 !SET_STREET 89 101 !SET_STREET 89 100 // Fields // Wine Fields // Units !SET_UNIT 13 61 108 // !SET_UNIT 13 63 106 // !SET_UNIT 13 65 103 // !SET_UNIT 13 67 98 // // Units at storehouse !SET_UNIT_BY_STOCK 9 // Labourer !SET_UNIT_BY_STOCK 9 // Labourer !SET_UNIT_BY_STOCK 9 // Labourer !SET_UNIT_BY_STOCK 9 // Labourer !SET_UNIT_BY_STOCK 9 // Labourer !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf !SET_UNIT_BY_STOCK 0 // Serf // Wares !ADD_WARE 1 9000 // Stone !ADD_WARE 2 100 // Timber !ADD_WARE 3 2500 // Iron Ore !ADD_WARE 4 50 // Gold Ore !ADD_WARE 5 9000 // Coal !ADD_WARE 7 300 // Gold !ADD_WARE 8 9000 // Wine !ADD_WARE 9 100 // Corn !ADD_WARE 10 9000 // Loaves !ADD_WARE 13 9000 // Sausages !ADD_WARE 14 20 // Pigs !ADD_WARE 27 9000 // Fish // Wares to Second // Weapons // Troops !SET_GROUP 16 69 99 6 4 8 // !SET_GROUP 18 73 98 6 4 8 // !SET_GROUP 18 70 106 6 4 8 // !SET_GROUP 16 65 106 7 4 8 // !SET_GROUP 22 77 98 6 4 12 // !SET_GROUP 22 74 106 6 4 12 //
Edit: nvm
<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 28 Aug 2012, 10:38

Re: TSK 14 AI Attack

Yes, although attacks with 25 units are more likely there.
<<

Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 10:39

Re: TSK 14 AI Attack

Yea, thats what didnt make sense to me.
<<

Creations

Rogue

Posts: 56

Joined: 16 Apr 2012, 12:29

Post 28 Aug 2012, 10:39

Re: TSK 14 AI Attack

but its for just in case they get more troops I guess
<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 28 Aug 2012, 10:43

Re: TSK 14 AI Attack

Yeah it doesn't really make sense. :P

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