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Boxhead78

Kanes Wrath modding skirmish AI via xmls possible?

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Hello I got a question, so I'm trying to change the AI in Kanes Wrath. I found the Kanes Wrath xmls, downloaded/edited them, and compiled them using Wrathed. After that I started the game using the "WrathEd Mod Launcher". Problem is changes doesn't seem to take effect, the AI just keeps doing as if I left the files untouched.

This is what I modified for testing in the optimal GDI personality file:

    <OpeningMove Name="GDIStandard" Weight="0%" Difficulty="MEDIUM HARD"/>
    <OpeningMove Name="GDIStandard2" Weight="0%" Difficulty="MEDIUM HARD"/>
    <OpeningMove Name="GDIStandardCrane" Weight="0%" Difficulty="MEDIUM HARD"/>
    <OpeningMove Name="GDIMegaUnitRush" Weight="100%" Difficulty="MEDIUM HARD"/>

This is how my static.xml looks like:

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<!-- Main Mod File for Static Data -->
	<Includes>
		<!-- Reference to the Game's Global Data -->
		<Include type="reference" source="Global.xml" />
		
		<Include source="Static/AI/SkirmishAIIncludes.xml" type="all"/>
	</Includes>
</AssetDeclaration>

With these changes I get the SKUDEF file and a AIMod_Streams.big which is ~5MB large. I checked the path to "SkirmishAIIncludes.xml" which is correct so I don't know exactly why it doesn't work.

Also are somewhere logs after compilation so that I can take a look if errors occur?

Edited by Boxhead78

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it just as commanderKW said, though I heard from mjjstral that it possible to do some things to the AI with lua ae well, check his meta mod source and see if there's something there that can help

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