i us ntai toolkit 0.27 to make a config.my problem is
1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving.
2-can the transport unit 'transport' other unit such as kbot on the battlefield?if can, how?
please, help me!!
scout & transport in Ntai?
Moderators: hoijui, Moderators
Re: scout & transport in Ntai?
You can use the build tag b_scout to build a unit classified as a scout by NTAI.ghobot21 wrote:1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving.
BUT
There are no separate scout handling in NTAI, as:
- 1) NTAI uses a maphack, so it always knows where every enemy unit in the game is.
2) Using scouts as mex hunters, is currently not implemented in NTAI, by design choice.
Under the page where build-lists are assigned for the units in the toolkit, set a check-mark in ├óÔé¼┼ôAttacker├óÔé¼┬Ø, for the scout unit.
This is from a previous toolkit version but the ├óÔé¼┼ôAttacker├óÔé¼┬Ø is in the middle of this shot:

Using transports is rather complex, and not something any current AI does atm. (the old KAI with a pathfinder, might have been able to do this)ghobot21 wrote:2-can the transport unit 'transport' other unit such as kbot on the battlefield?if can, how?
When the maphack was introduced I kept scouting because it made a lot of people think NTai used zipper raids early game.
Sadly it broke, and rather than fix it, I disabled it. Ill fix it in the future but atm its disabled. For the moment just dont bother building scouters, or build air scouts and give them a task list thats just loads of random move orders.
Sadly it broke, and rather than fix it, I disabled it. Ill fix it in the future but atm its disabled. For the moment just dont bother building scouters, or build air scouts and give them a task list thats just loads of random move orders.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
well.looks like a tough desicion to make.i need them because i need a formula to stabilise their economy.they tend to get bancrupt in the middle of the game.so, any suggestion(witout cheating if can)?
about group attack, i still cant understand the initial group attack size and their increment and also the max group size.
if i want the ai to attack with 20 unit in the team and continue to do so(without decreasing in their next attack), what is the setting i should use?
about group attack, i still cant understand the initial group attack size and their increment and also the max group size.
if i want the ai to attack with 20 unit in the team and continue to do so(without decreasing in their next attack), what is the setting i should use?
metal makers work well with storage.
If your attack group size is 20 and your max attack group size is 20, and it goes to increment, anything after 20 is taken off so you end up with 20.
At each attack it increments by however much you said in the config startign with the first initial number you specified, but never going past the maximum you specified.
If your attack group size is 20 and your max attack group size is 20, and it goes to increment, anything after 20 is taken off so you end up with 20.
At each attack it increments by however much you said in the config startign with the first initial number you specified, but never going past the maximum you specified.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24