So I found some oddities while experimenting with how to make an AI work here I thought worth sharing and maybe getting some advice, because I have seen scenarios using similar AI more successfully. Using Upatch.
Exhibit A, the AI successfully transporting over two boatloads of men at a time on a blankish map:
Exhibit B, note the minimap. Adding a landbridge breaks the AI;it tries to load its men into the transport ships, but they stand uselessly on the shore and the transport ships will not move.
This is somewhat unfortunate because my map's historical geography calls for a land connection between the two players, but it looks like I will have to add a conveniently placed river for this to work correctly.
"Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka
"Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel
Exhibit A, the AI successfully transporting over two boatloads of men at a time on a blankish map:
Exhibit B, note the minimap. Adding a landbridge breaks the AI;it tries to load its men into the transport ships, but they stand uselessly on the shore and the transport ships will not move.
This is somewhat unfortunate because my map's historical geography calls for a land connection between the two players, but it looks like I will have to add a conveniently placed river for this to work correctly.
"Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka
"Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel