This is the aimd, the AI I made is the one in the Easy AI. The Brutal here is the extra hard ai mod I downloaded from somewhere, and I just used it to fight against it
The AI system takes a long time to properly test, so don't expect anyone to jump on that
I'll skim through it and make some notes, but if you aren't already aware of it, you can use my AICHECK + AICLEAN scripts in Community Tools subforum to make sure you aren't making mistakes. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Posted: Tue Mar 24, 2026 11:56 am Post subject:
Error/Mistake
Hello! I checked each of these mistakes, and fortunately, most of them are triggers which I didn't make. It was from the aimd that I copied, and are not used by the Easy AI, which is the one I made.
About the testing though, I am aware that it will take a long time, and I have tried to test it a lot, and it is quite annoying since everytime I get beaten, I have to repeat it. Also, I don't really think I'm that great of a player, so I think it would be better for someone better to test it. Last, I think my AI is quite unfair sometimes, so I would like to hear some suggestion/feedback about it.
The code you were asking about,
Code:
[010008E-G]
Name=No Script
it's intended purpose was to just make the "pool" teams do nothing, so they will disband. I don't know if there is a better or way, and I didn't see anything wrong with it, so I used it. If there's something about it, please let me know.
Thanks for the tool recommendation too, I didn't know there was such a thing, and I rely on the "thing" in the AI editor, and it doesn't say these errors, so I will use it. QUICK_EDIT
Correct me if I'm wrong, but this is for a vanilla install, not a mod with additional units and buildings? Because I personally wouldn't start with someone elses ini then...
The best advice I can give you is learn how to construct an individual attack that makes sense, without being overly expensive or overly commital. By that I mean, realistic trigger weights, a reasonable team size (4-8 units), and an attack script that is both specific in the beginning but widens to other targets after.
Then sit down and have a think about what you want them to attack, and when. This is where the art of making triggers comes into play. Lets say you decide that a human player who has just created a tech lab is about to launch a high tier attack or build high tier defense buildings, and it would be a good time to attack their power, followed by the base defenses. You can easily write such a ScriptType, and then you make triggers with the condition NATECH/GATECH/YATECH.
The point here is to think in terms of individual team actions, what purpose they serve, are they a serious assault or a harassment attack? Are they meant to knock out key infrastructure or just destroy whatever is near? You can likewise think of backup teams (the second TeamType in the trigger) which can be weaker but more specific (like attack factories) which will ignore the generic targets of the first team.
I also suggest working on unique triggers and teams for each country so that each country has its own playstyle and just just the same with a few extra attacks using country-specific units.
Apologies for the slow replies, and if this one seems quite chaotic, because the ideas I get doesn't come out in the right order..
Yes, there aren't any additional changes.
About the inis, if you were talking about the rulesmd, I just thought that it had somr nice features, which is why I used it. If it was the aimd, I used their aimd because I tried to make it fight with other AI, so I used the extra hard ai mod as a kind of "benchmark".
Thanks for the advice. Also, the reason why I don't make a lot of teams is because, sometimes they just forget to do the others, idk how to fix it so I just used lesser teams. In the case of the triggers, I just thought that it would be better to add triggers based on their own progress, not the player's, so, yes, just an explanation, please lmk what u think.
I have done some of these, besides the triggers based on enemy, the "unique playstyle", and the 20+ teams per country due to the things mentioned above, and also because it's kind of tiring to test each team if they work.
I also forgot to mention, do you know any other way to make the AI fight each other without me getting involved? I am too lazy to play with the AI, I don't want to build and just retry again every time QUICK_EDIT
For AI players to fight each other you just need to play "free for all" mode (gamemode) which is controlled by other inis, the ai.ini is not what controls that. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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