This is the official forum for the free, fan-made Age of Empires III modification, Wars of Liberty.

Welcome to the New Forum

We hope you enjoy the official new forum of the Wars of Liberty mod for Age of Empires III! Visit this thread to get acquainted with the new forum, and let us know if there's anything we can fix. Feel free to dismiss this message at any time by clicking the "X" in the top right corner.

The Wars of Liberty Team

Forum rules

  • Welcome to The Town Hall! This forum is for news and discussion about anything related to WoL. You can ask any WoL-related questions here.
  • The official language in this forum is English.
  • Be nice to other members, don't spam comments or smilies, and don't do anything illegal.
  • Posts that don't fit this forum will be moved or deleted.
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Topic Author
Posts: 168
Joined: Mon Apr 10, 2017 11:00 pm
Location: United States
Favorite Civilization: Koreans

Re: Enabling and Disabling AI's the WolWolloseum Scenario

Thu Oct 12, 2017 3:25 pm

Well, all that really needs to be done is to change the way the ai views the proto unit IGCOLDCOOT as a non military/hero/explorer unit in its usage. The only other thing I could think of is switching the unit that is used to train things with somelike like a trade unit that otherwise serves no function, but that would take months to complete.
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Wars of Liberty Team
Wars of Liberty Team
Posts: 505
Joined: Wed Sep 06, 2017 10:10 am
Location: Madagascar
Favorite Civilization: French

Re: Enabling and Disabling AI's the WolWolloseum Scenario

Thu Oct 12, 2017 4:45 pm

Is it wise to modify the aiWottaMain.xs to avoid using cUnitTypeIGCOldCoot as scout? I will modify the script since I'm working on the 3 unavailable AIs
Mis band dondrna b at fa so gaga oe ts maay angle lery

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