

I know this seems obvious but in my experience the obvious is often overlooked. if you want 3 groups of at least 4 soldiers you must make a minimum of 12 in the AI. Another point I would make here is to ensure, in your AI file, that you are making enough units to cover this, i.e. Of course you must make sure you have told the CP to have enough attack groups to do this with i.e. This is the option I use pretty much all the time. Set to 2, it allows the CP to attack with multiple groups, and can therefore allow the CP to use multi-front attacks. Set to 1, it allows the CP to attack with 1 coordinated group. If SN47 is set to 0 (or the SN is simply omitted from the PER file) then the attacks are not coordinated, but should still be relatively intelligent (for a CP). With the Attack Intelligence ‘switched on’, the Attack Coordination makes the CP smarter still when attacking you. But we do know that it can be used with another SN, as follows It is a vague description that really says very little, and is typical of the documentation for these files. This is 1 for on and 0 for off, and decides whether or not to use the intelligent attack system, whatever that means. Some numbers depend on other numbers being implemented first, e.g. Set to 0 it’s every CP for himself and is useful for when you want CPs to be allied but not to help each other against the player’s attacks. Set to 1, this allows CPs to attack to defend each other. There are also SNs that accept a value of 1 to turn them on or 0 to disable them, e.g. So although the basic behaviour is retreating, each value allows specialised forms of it. 0 means never retreat and regroup at the current point. This can take 4 values – 1 means retreat if no other targets are in range, 2 means always retreat and 3 means seek out and destroy new targets (or extermination mode as it is called). Other SNs accept a range of values where each value causes a variation in the basic behaviour, for instance The 500 can be changed to anything you wish in this case. This means the computer will try and keep 500 food on hand at all times. An example is below (// denotes a comment for clarity – should you create and edit your own PERs you must put // in front of any comments, failure to do so may crash the game) the first number represents the trait, the second represents how strongly or otherwise that trait is implemented. In Appendix 2 are the values accepted for each SN.Įach SN is a number pair i.e. In Appendix 1 are the numbers themselves so you can copy and paste the traits you want into a new file for your personal use there is also a text version for download. The PER file contains all the personality traits you wish the CP to display, and does so by the use of Strategic Numbers (SNs). So, with that said, let’s get down to it. The purpose of this document is to try and go one step further and attempt to help you create PERs that are customised to your needs, by pointing out some of the personality traits that I have found particularly useful (and not so useful). It contains descriptions for the numbers (as far as they are known) and allows you to create your own PERs by selecting the traits you want from drop-down lists, but I find it quicker and easier to create the PER files in Notepad and just use PerEdit as a reference. The best reference I have found is PerEdit by Martin Sturm, which can be found in the Granary in the Utilities section. Also, it is not my intention to display the meanings of all the numbers in the PER file here, that has been done before – note, however, that the Ensemble Studios / Microsoft documentation is vague, incomplete and almost utterly worthless as a reference. They represent my experience from making campaigns for over a year now, and 3 months study on the files themselves, so I hope they are informed, but many aspects of PERs remain a mystery as parts of them have never been fully documented. How the CP uses the things it has made and researched, and how it behaves towards other players, is governed by the PER (Personality) file.īefore I continue I must state the following – THESE ARE GUIDELINES ONLY. The AI file simply contains the list of buildings, units and technologies you wish the CP to make or research. Despite its name, the AI is not the artificial intelligence file and does not control how the computer player behaves. Two files are used to control a Computer Player (CP), the AI and the PER. I make no assumptions about people’s knowledge in this article and hope there will be something here that all can find useful. There may be some who don’t know this, so if you do don’t feel patronised.
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