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Downloads Home » AI Files » BallBarian SW7.6 FUSION

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BallBarian SW7.6 FUSION

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Clone Campaigns required?: Yes
For those of you who do not wish to read the readme (which is probably more than half of you):

Still using the AI by Ballbarian2, with a few modifications- this is probably the EASIEST random map AI that you will ever download and install. Simply extract all files to your SWGB AI directory, and play. A good AI for those who still enjoy playing random map games against the computer, but want a bit more of a challenge without getting annoyed at the computer AI for resource cheats.

NOTE: This AI will behave the same as BallbarianSW7.6, and it is not reccommended for those who enjoy editing the AI scripts themselves. This release is for the public that just wants to get some good Random Map action without worrying about the state of his/her AI folder.

Happy playing!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
HK 1000 Nice. I love it.
RVD909 how do i work it
High_Voltage It kicks ass until it gets to Tech 4.

It stops producing workers, which eventually leads to it's econimic demise.

It is then over run and destroyed by a few Hvy Troopers and Strike Mechs from a Standard AI at Tech 3... LOL.

This is probably due to an error message in the beginning that reads:

"AI Script error

File BallBarrian SW7.6 FUSION

Line 1257: ERR2005 Invalid identifier number num-tech 4-workers"
Ai_user_101 If there's an ai-error, the ai will stop working immediately; ai errors only occur at the beginning of the game.

If an ai-error occured, it's usually when players place the ai in game settings it's not playable on.
ggrillo93 The AI works OK, but the vanilla AI in Hard level defeated it... Is this supposed to happen?
Midgard Eagle "If an ai-error occured, it's usually when players place the ai in game settings it's not playable on."

Can you elaborate on this? I've got the same problem on a custom map (Home Guard), is there anything I can do to make it go away?
Ai_user_101 Hi! Long time :) . It's been years I believe since you've visited the forums as far as I know - or at least posted any new ais :P . I've been working a bit on my AI because of nostalgia and some other things. I've been testing AI on different settings and conditions and I have much more appreciation for your AI.

The reason for this message is for a very simple fix for a bug I noticed. It's a single action that makes a world of difference. i've tested quite a few times on Raiders/Nomad and would notice my AI would only build a CC in select games. Knowing Ballbarian was scripted very well, I put it to the test and yours actually failed to build a CC more than mine :D .

i went to the forums for help. The AoK scripters didn't disappoint. Apparently setting the max town size to 255 solves the problem. I hope we cross paths again in scripting. See you later!

[Edited on 09/17/14 @ 09:02 PM]

Rating: 4
It has a good strategy, but not a well-planned one. I have destroyed him with Trade Federation because i do fast tech-3 and mech rush and he always does the "ship rush". It could work, but not on a Trade Federation enemy. The mech armor resist the whole rush, and once you attack his base, he won't rush yours. Instead, his script could be that if the enemy is a mech civilization like the Empire (anyways it could work a little better on them), it builds anti-mech units. It could do fast tech-3 then attack with assault mechs (not sure if it's how they are called) and it would destroy the Trade Federation, the Empire, the Confederacy and even the Gungans. On the other side, it executes ship rush on terrible air civilizations like the Gungans.

[Edited on 04/07/18 @ 03:39 PM]

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