Page 1 of 1

AI behaviour explanations

Posted: Thu Jul 07, 2011 11:38 pm
by El_Condoro
In the Editor each unit can be given an AI behaviour:
  • Default
    Attacker
    Defender
    Hold (Passive)
    Hold (Active)
Can someone explain how these work, please?

For example, a unit placed in a city; how will its behaviour vary from Default, Defender, Hold (Passive) and Hold (Active)?

Posted: Fri Jul 08, 2011 12:41 am
by mllange
And as a follow-up question, can you script the AI behavior so it will change to another based on an event of some type during the course of the scenario?

Posted: Fri Jul 08, 2011 12:59 am
by Razz1
mllange wrote:And as a follow-up question, can you script the AI behavior so it will change to another based on an event of some type during the course of the scenario?
Not as far as I can see, but it will come along..