That's exactly what should be used in all scripts.
You make more peons than you would normally and then recall a few to expansion.
The max would limit it.
SCAIEdit III list of commands
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[quote name='Dreadkillz' post='827' date='Jun 10 2007, 10:21 PM']Stuff I found:
get_oldpeons will pull existing workers from the main base to the expansion, but the main base will train the workers to replace the ones you took. Useful if you need workers as quickly as possible at the expansion.
EDIT: Forgot to mention that the value for get_oldpeons correspond with how many you want to pull out. If you have more than one expansion, I am not sure if it pulls peons from other expansions or just the main base.[/quote]
I had already uploaded this in the first post.
also you forgot the workers at the main to pull out will freeze for a small time being just before expanding.
get_oldpeons will pull existing workers from the main base to the expansion, but the main base will train the workers to replace the ones you took. Useful if you need workers as quickly as possible at the expansion.
EDIT: Forgot to mention that the value for get_oldpeons correspond with how many you want to pull out. If you have more than one expansion, I am not sure if it pulls peons from other expansions or just the main base.[/quote]
I had already uploaded this in the first post.
also you forgot the workers at the main to pull out will freeze for a small time being just before expanding.
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OK I figured out player_need. If you have a building, then player_need will check if you have it. If not, it will rebuild it.
EXAMPLE: I have 1 spawning pool at my main. I use "player_need 1 spawning_pool" at my expo. My spawning pool is destroyed, the AI will rebuild the pool at the expo. If I still have the pool at my main, then the script will ignore player_need.
EXAMPLE: I have 1 spawning pool at my main. I use "player_need 1 spawning_pool" at my expo. My spawning pool is destroyed, the AI will rebuild the pool at the expo. If I still have the pool at my main, then the script will ignore player_need.
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I noticed that the build command be skipped if the prerequisite is not met. It can be a resource or building requirement. This is only true if the next build command has the same priority. I also notice that setting a build command at a higher priority will pause every other build command until it is executed.
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