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  #1  
Old July 31st, 2008, 09:13 AM
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Default #allies <player> <player> map command question

Does anyone know if this command works for a mix of Humans and AI’s?

According to the mapedit manual this does not affect Human players. But does it affect Computer controlled nations behaviour with Human controlled neighbours?

I am creating a scenario with teams and it would be nice if a nation went AI that it would not attack its teammates. There is no problem with the Human players attacking the AI.

Also I don’t know what <player> means? Should this be the nation number or something else? Most commands using <player> appear to be ex Dominions 2 commands and don’t work with Dominions 3. But the pdf does not say this no longer works.
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Old July 31st, 2008, 10:07 AM
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Default Re: #allies <player> <player> map command question

The manual says that the command only works between AI nations because a human player can ignore it.

<player> is the nation number. It works all over the place in mod and map edits.

I have no idea if the ally command will work in the scenario you describe. Best way to find out is to test it yourself. Set up a game on a small map with 4 players. Ally all of them as you have shown, and start the game with all 4 as human. Then switch 3 of them to AI and see what happens.

I think it will work as you want, but wouldn't bet my lunch money on it.
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Old July 31st, 2008, 04:50 PM
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Default Re: #allies <player> <player> map command question

There is one game bug with this command which can cause one AI opponent to start attacking a previous AI ally. The bug is the result of the arena death match where an AI will send its pretender into the arena. If that pretender dies it will automatically switch into WAR mode against anyone who killed the pretender. This causes a one-way war where the other AI doesn't return the attacks and only defends until its pretender is also killed.

Unfortunately there's no workaround.
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Old August 1st, 2008, 07:38 AM
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Default Re: #allies <player> <player> map command question

Thanks both of you. I will test it out.

I just want to use it in a mp team game I am going to set up. There will be no AIs, but if anyone leaves the game and no replacement can be found it would be good if your now AI teammate at least doesn't attack you even if he no longer helps you.

This command seems that it may do this and the bug Jedi mentions probably won't affect this. But thanks for the information.
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