[VM] AI Module: Behavioral Improvements
Posted: 2021-06-28 00:54, Monday
CONTENT LINKS
==============
Introduction
viewtopic.php?f=100&t=599#p10223
Defense vs. Attack Posture
viewtopic.php?f=100&t=599#p10224
Air Units -- Occasional Paralysis
viewtopic.php?f=100&t=599#p10225
Prepositioning Stationary Garrison Units
viewtopic.php?f=100&t=599#p10226
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
This topic should be of interest to Veteran Modders (VMs) who design custom content playable against PGF's AI Module. It is assumed that the reader is already intimately familiar with the information featured here:
[VP] AI Module Behavior
viewtopic.php?f=100&t=532
"Ambitious" Novice Modders (NMs) are most definitely welcome !
==============
Introduction
viewtopic.php?f=100&t=599#p10223
Defense vs. Attack Posture
viewtopic.php?f=100&t=599#p10224
Air Units -- Occasional Paralysis
viewtopic.php?f=100&t=599#p10225
Prepositioning Stationary Garrison Units
viewtopic.php?f=100&t=599#p10226
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
This topic should be of interest to Veteran Modders (VMs) who design custom content playable against PGF's AI Module. It is assumed that the reader is already intimately familiar with the information featured here:
[VP] AI Module Behavior
viewtopic.php?f=100&t=532
"Ambitious" Novice Modders (NMs) are most definitely welcome !
