A few days ago I made the AI retaliate when attacked! If you shoot at them, they will hunt down the bowman who shot at them. If you attack their buildings, they will send troops to defend them. If you attack one of their groups in close combat, nearby groups will come to aid them. It's still very basic and has room for a lot of improvement, but it's a start. Playing against the AI is now kind of challenging. Next I plan to implement AI attacks. Once that is done you will be able to play the campaign in the Remake and find it challenging. There's still a problem with bowmen that I have yet to fix, when you tell bowmen to attack they walk into close combat with the enemy. This also means the AI uses them badly. My plan is to make bowmen actually walk AWAY from the target if they are too close. For example, if you tell a bowmen to attack a building when the bowmen is standing right next to the building, he will walk to far enough away from the building to allow him to shoot at it.
I like the news of Lewin! But this quality-standard isn't new.

EDIT: When can i test TPR units/houses, Mr. lewin Hodgman?

Thanks! Well the fisherman's hut works at the moment. They probably wouldn't be hard to add, I just haven't seen it as a priority.
In what aspects will the AI differ from the AI in the original game? Will there be new possibilities for scripting?
The sky is the limit

I aim to use all of the existing AI script commands and then start adding new ones. I will also improve the AI's use of existing commands, e.g. don't launch attacks in a single file line and retaliate against attacks better. I have already made luring more difficult by making the AI follow your archer exactly, and not keep stopping. Against mounted units it is basically impossible now because they always catch you. Some of my ideas for new commands are:
- An option to set whether the AI repairs existing buildings, which is different from whether they build new buildings
- A much better auto build system, and maybe also a guided auto build system so the scripter can choose where the AI should build the buildings and at what point of the game they should be ordered.
- Making units appear at a set time (e.g. reinforcements from off the edge of the map)
If you have any requests or ideas let me know. But overall yes, I plan to make the AI much smarter and extend the scripting system.
I would really love to discuss the AI with you. You are the most experienced mission creator around and you understand the script, not just how to use my editor. Could we chat about it on MSN some time? I'd really love to know how YOU think the KaM AI should behave, from the perspective of someone who uses the script. I can make it do just about anything, I'm just not sure what I should make it do. Currently I'm closely copying KaM's behavior but I'm sure together we can improve it

Maybe we'll have to appoint you "Chief AI Adviser"
guys and how about copyright thingy ? wont it be so when creators of original KaM finds about your Remake they will reguest to cancel project ?
I heard there was similar story with Final fantazy or Chrono Triger game - fans wanted to create 3D version of the game , but when creators found out about project they were forced to cancel the project . aren't you afraid of it ?
As has already been said, you actually NEED to own KaM to play our Remake. The Remake is a "mod" to KaM that uses the original game resource files (e.g. the unit/house/terrain sprites) with a different EXE. When we release a more complete version the install will check to see where you have KaM installed and install our EXE (and any additional resources) in the same folder. However, when you download the Remake you will not be downloading the game sprites, they are taken from your existing install of KaM. This means our project is in the interest of the copyright owners, because if people want to play our Remake we will ask them to buy a copy of KaM from a website like GOG.com, and if they don't they will not have the required game files and the installer will not work. Sure, some people will pirate those files, but they already do so...
We are just creating a giant "mod" to KaM in the form of a new EXE. We are not making them lose money by giving away their game for free.
As for donations, Krom is right, we have no expenses except for our time. I wouldn't complain if I was being paid to write the Remake, but I don't think donations in my pocket would necessarily make me spend any extra time on it and I'd feel bad taking money from fans who are donating in the hope to see the Remake completed sooner. I asked some friends about the legal issues with this, and everyone seemed to think it wouldn't be a problem because if someone wants to give me money they are allowed to, no matter what the reason. If we ASKED for donations for forced people to pay to download it, then that would be a problem because we don't own the copyright to the game resources. And anyway, this project is a hobby, getting paid for it might take the fun out of it
I'd be interested to hear other people's opinions on these things.
Lewin.