Beginners guide to A.I
skirmish A.I.


Ok, a very brief overview of the AI editor.

The first screen you see when you open the editor is for editing the  .slo  AI file. This file controls how the AI builds, how quickly and how often. 10 units in the editor is equal to 1 second, so if you entered a value in one of the boxes as 100, that would equal 10 seconds in the game. The lower you set these numbers, obviously the quicker the AI will build. Most of the options are pretty self-evident in what they do so just experiment.

With regard to vtols, if you set the option for enable vtol tech to a really low number like 10, and then set the time for them to build a factory to say 20, they'll basically build a vtol fac instantly once the game starts. This only works from tech 2 though. If you started a tech 1 game, the AI would still have to research the appropriate tech to get vtols.

Remember that the sliders in game specify how much free power an AI gets, amongst other things, so if you set a lot of the variables to really low numbers, the AI will most likely be able to keep up with the demand thanks to the free power they get.

The last page in this part of the editor is for things relating specifically to the human player, so it's an AI just for the pc to use, don't touch anything in this page. Basically you can do some fun things like having your trucks automatically upgrade any nearby structure so you don't have to think about it. You can also specify a player numbers here that you will automatically ally with once a game starts, which can be quite helpful if you fancy a slightly more team-based game using the AI's. If you adjust any of these variables, make sure that you assign this AI to a specific slot in Warzone Starter, then play as that player, otherwise you obviously won't get the benefits.

If you hit the make player vlo button you'll be taken to the options for what an AI can use in game, with regard to structures, cyborgs and vtols. If you click the More Info button, you'll get a list of all the available stuff that can be used, and can literally just copy and paste from here into the pulldown boxes. Don't try specifying nothing but tech 3 structures and vtols though, as it won't work.

A point about Cyborgs. A little trick you can use to make things difficult for the player is to enable nothing but Tech 3 NEXUS cyborgs for the AI. Just paste the needle, scourge, and flash cyborgs into the 4 boxes for normal cyborgs and Rail, pulse and super scourge for the other four boxes, obviously the super borgs. The AI will build the normal borgs with needle etc right from tech 1, so have some fun with that
A note on compiling. If you don't specify a target for the vlo and slo files, they will be placed in the AI editor's own directory. All you need to do to use the AI is go into Starter and go to the AI's tab. Click 'make new AI'. It'll ask first for the .slo file so point it in the direction of the one you just made. Then it'll require the .vlo file, so do the same again. Then it'll ask if the AI requires any additional files. This is only for if you're including a custom wdg file containing new unit templates (which I'm not going into here, it'll take ages and I don't have the time)