翔鹰帝国网|帝国时代论坛|帝国时代系列|神话时代
 找回密码
 注册翔鹰会员(昵称)
搜索
查看: 2246|回复: 3

[求助] AI问题,用简易的AI编辑器做AI,运行游戏后没反应

[复制链接]

188

主题

1

精华

2720

积分

流徒

耕战
144
鹰币
19016
天龙币
0
回帖
2438

三级嘉禾勋章火十水王翔鹰建站十周年纪念章活跃者

附庸关系0
发表于 2014-2-22 22:18:48 | 显示全部楼层 |阅读模式
本帖最后由 银月骑士 于 2014-2-22 23:13 编辑

我已经点了应用在设置完后,但是电脑就是不动
求图文的AI制作过程

这是其中一个,求帮助修改

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有账号?注册翔鹰会员(昵称)

x
我....我只是个RBQ而已啊。。。。
回复

使用道具 举报

1374

主题

13

精华

4万

积分

教皇

耕战
4669
鹰币
19775
天龙币
0
回帖
13525

特级皇家勋章一级翔鹰勋章特级嘉禾勋章特级帝国勋章鹰之王者雄鹰勋章蛟龙勋章第七届火箭筒杯优秀战役第七届火箭筒杯最佳新人

附庸关系1
发表于 2014-2-22 22:42:49 | 显示全部楼层
把代码和截图放上来,文件也成
回复

使用道具 举报

2

主题

1

精华

1211

积分

侯爵

耕战
109
鹰币
581
天龙币
0
回帖
96
附庸关系0
发表于 2014-3-9 23:44:28 | 显示全部楼层
本帖最后由 V'Ger 于 2014-3-10 03:34 编辑

这本来就是半个不动AI啊。里面还写着"本文件由Zanzard Lothar制作",不过.ai文件直接空的就行,这家伙还复制了.per的代码进去,而且不动AI还写长篇大论来介绍。。。

(defrule
        (true)
=>
        (set-strategic-number sn-percent-enemy-sighted-response 100)
        (set-strategic-number sn-hits-before-alliance-change 25)
        (set-strategic-number sn-number-explore-groups 0)
        (set-strategic-number sn-percent-attack-soldiers 0)
        (set-strategic-number sn-task-ungrouped-soldiers 0)    ← 这行决定无任务士兵是否会走来走去,改成1就动了
        (set-strategic-number sn-number-attack-groups 0)
        (set-strategic-number sn-enemy-sighted-response-distance 10)
        (set-strategic-number sn-total-number-explorers 0)
        (set-strategic-number sn-relic-return-distance 0)
        (disable-self)
)
回复

使用道具 举报

40

主题

2

精华

4657

积分

公爵

耕战
472
鹰币
3452
天龙币
0
回帖
537

翔鹰建站十周年纪念章三级嘉禾勋章

附庸关系0
发表于 2014-3-10 19:41:06 | 显示全部楼层
;This Ai file has been created by Zanzard Lothar.
;Email: zanzard@hotmail.com
;
;Installation: Just unzip the two files in the AI subfolder of the AOK main folder.
;
;This file should work properly in AOK and in AOK:TC.
;
;The author would like to thank the Rasher, Herodotus, Magnus and Ingo Van Thiel for
;the help they provided in making the first Immobile Units AI.
;
;This Ai is supposed to make the Ai's villagers and military units stand still doing nothing.
;
;If enemy units come near the military units of the AI, the military units will move and attack the enemy
;units and then stand still again if the enemy units leave their sight or are vanquished. Military boats
;also should behave like this.
;
;Kings, villagers and transport ships of the AI will stand still and will try to run away if attacked.
;Units of the AI will execute orders given to them by triggers (at least most of the time).
;
;Feel free to use this AI in any scenario of AOK, and feel free to edit it to suit your needs.
;The author is not responsible for any problems created by edited version of this AI file.
;
;The Immobile Units AI comes with an extra feature: you can choose one of the 8 different
;kinds of behavior that the AI units will have about ranged units. To choose one of these,
;go to the "Terrain" tab of the map editor and under "Ai map type" choose one of the following:
;
;Archipelago: Ranged units tend to fight in a hit-and-run manner.
;Baltic: Units try to dodge enemy missiles that are shot against them.
;Black forest: Units try to do both of these 50% of the time.
;Coastal: Ranged units tend to fight in a hit-and-run manner and units try to dodge
;enemy missiles that are shot against them 50% of the time.
;Continental: Ranged units tend to fight in a hit-and-run manner 50% of the time amd units
;try to dodge missiles that are shot against them.
;Fortress: Ranged units tend to fight in a hit-and-run manner 50% of the time.
;Gold Rush: Units try to dodge enemy missiles that are shot against them 50% of the time.
;Highland: Units will always try to do both of these things.
;Any other map: Units will mostly not try to do neither of these.
;
;If the units are set to try to dodge enemy missiles shot at them, they will probably succeed
;more with slow shots, like trebuchets and mangonels, than with fast ones, like archers.
;
;The TRUE map type does not matter with the Immobile Units AI. For example, you can create a
;water-based map and choose the "black Forest" setting for the AI type without any problems,
;just as you can create a land-based map and choose the "archipelago" setting for the AI.
;
;What Immobile Units AI GOLD cannot provide:
;-Immobile fish boats (fish boats will not tend to stand still).
;-Immobile trade carts (to keep them still, make sure the player with the trade-cart has
;no markets, or that this player has no markets to trade with).
;-Trade cogs will behave just like trade carts, though they trade with docks.
;-Monks will pick up relics provided that they have a monk and a monastery and they can see the relic.
;-If the computer player has a single villager, the villager will not stand still.
;-If the computer player has a king and a building that can be garrisoned, then the king will
;try to garrison at this building, regardless of how far the building is from the king.
;
;If you find any other bugs or observations about the AI, post them as a comment on the
;description page of this AI file on AOKH blacksmith.
;
;Thank you for your interest in the Immobile Units AI GOLD!
回复

使用道具 举报

本版积分规则

排行榜|小黑屋|翔鹰帝国

GMT+8, 2024-11-23 09:25 , Processed in 0.115549 second(s), 57 queries , File On.

Powered by Hawk Studio  QS Security Corp.® Licensed

Copyright © 2001-2023, Hawkaoe.net All Rights Reserved

快速回复 返回顶部 返回列表