![]() One condition we can use is “Population” but it is not that simple since the starting population is different for every civ. In order to solve this problem we need to place the “AI Start” with triggers under certain conditions. The good news is that we can set the scenario to work with Human Player or Computer Player for each slot with triggers. So if a human player is selected (on ESO) to play in a slot that was designated by the designer to be played by the AI, then AI is NOT deactivated and there is a conflict between the player’s actions and the AI’s commands since both of them are in control of that player. In order for the AI to work for CSO the designer has to set that player to “Computer”, set “AI” for it and then place the “AI Start” object next to the TC. The opposite of this would also be a problem. So if a certain slot is designated by the designer to be played by a human player and that player slot is set on ESO to be played by the AI then the AI won’t function. However the scenario designer has to choose between a “Human” player or “Computer” player for each player slot and set it to work only for one of them. The player who hosts a scenario game on ESO can choose between a computer player or human player for each player slot. ![]() That doesn’t work for CSO like it does work for normal skirmish games. If you want to set your scenarios to work with either Computer player or Human player for each player slot, then read the following:Ĭurrently we cannot set dynamic players for CSO on ESO. ![]() ![]() ![]() When I say “Dynamic Player” I refer to selecting Human player or Computer player for each player slot on ESO. How to set Dynamic Players (that work for both Human player or AI) I have therefore decided to put together some basic information on how to solve some of the CSO issues. As many of you already noticed, CSO (Custom Scenarios Online) don’t work quite the same as single player scenarios. ![]()
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