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Editing the AI
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Feb 10, 2008 6:09 pm    Post subject:  Editing the AI Reply with quote  Mark this post and the followings unread

Has anyone found how to edit the AI in TW? To be more specific, the basebuilding AI. Also, can anyone tell what files the AI uses. Still the .scb (script) files, or do they use other files?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Feb 10, 2008 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

They use XML files, Dutchy.

Go to your Mod SDK dir/CnC3XML/SkirmishAI

At Personalities, you'll find all the personalities plus random, hunt and some test ones as well.

If you open any of these personalities (I.e.: GDIOptimal.xml), you'll see stuff like this:




The Opening Moves are in another directory near the personalities one.


Here's a sample of build order from GDIOptimalOpeningMoves.xml:




Modify it and get testing.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Feb 10, 2008 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info Banshee Smile

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