AI Only Spells ?

Hi all,

Can anyone think of a way to make some spells AI only ?

I know you can add a unitstat as a prereq for a spell... so I'm trying to think of a way to give an AI sov a particular unit stat... but not a players Sov.  Can't think of way to do that though without duplicating the Sovs.  Any ideas?

Any other way to do an AI only spell maybe?

Thanks.

5,216 views 10 replies
Reply #3 Top

Quoting Primal_Savage, reply 2
2. Spell A requires 1 hidden resource A (Can be cast by all but...)
End of Primal_Savage's quote

Yeah the trick is i'm trying to figure out a way to do it so that the spell doesn't appear in the (strategic) spell book to human players... and I think a spell that requires a hidden resource will be visible.  Still that's better than what I have far.

 

I'm sure a Requires UnitStat will hide the spell from players so i'm trying to figure out how to bump that for an AI Sov.  What i'm thinking is similar to what you've suggested.... need to make use of the <IsAIOnlyUnit>1</IsAIOnlyUnit> somehow.

I'm thinking, create new UnitStat, default value 1.  The AI Spell needs a value of 2 to cast (minimum).

An AIOnly unit could have an Ability that does something like set A_NewUnitStat, Value 100.... I think that will double the UnitStat value to 2 for all units.

The trick being what unit to give the ability... I tried creating AI pioneers a while back to do something like this but it didn't seem to work, from memory the AI kept building the default pioneers... not sure how to influence that.

 

 

I dunno it's all a bit tricky... various workarounds that can work, but in some cases the AI won't figure it out.  I'm tempted just to create a spell call "DON'T CAST ME - AI ONLY", and if the players wants to stuff things up by casting it so be it.

 

I really wish we had AI only spells and events though.

 

Reply #5 Top

Quoting Primal_Savage, reply 4
1. Make sure the AI only unit is unique (Resource)
End of Primal_Savage's quote

Possibly dumb question but what do you mean here?

 

Quoting Primal_Savage, reply 4
2. Create a very powerful unit w/ your A_NewUnitStat to double the UnitStat (Clever, I like) [On second thoughts wouldn't that A_NewUnitStat need to be given to the Sov somehow? In any case, the idea is good, the devil is in the detail]
End of Primal_Savage's quote

Would love to take the credit for that one, but it's a classic Heavenfall technique that I have stolen, and now use for evil purpose.

}:)

 

I'm going to give them technique a try, probably won't get to it for a few days though, will post back results later though.

 

Thanks.

Reply #7 Top

Wouldn't it be easier to create a trait that unlocks only for AI.  Use the hidden stat that will unlock a trait.  The trait then is the required prerequisite for spells/abilities.  This could be in theory tied to AI personalities so that when a personality trait is applied to a sovereign it increases the stat and everything unlocks like a domino.

Reply #8 Top

Quoting halmal242, reply 7
This could be in theory tied to AI personalities so that when a personality trait is applied to a sovereign it increases the stat
End of halmal242's quote

I don't think that's possible though....?

 

Reply #9 Top

I don't know if it is or not.  It may be something that can only be done at the Dev level.  So when a personality is applied a non displayed stat is increased by 2 (one for each personality trait) and then that stat can be used for what you are suggesting.