If you're talking about multiplayer AI, then that guide will work more efficiently. However, if you are working with single player, it fails. I've written a post in PPM regarding this. I've tested multiple times and spent around 5+ hours trying to get the AI to JUST build a FULL pool without IsBaseDefense being toggled. All tests failed and on some occasions, the AI wouldn't build at all (when IsBaseDefense is toggled on).
Here's the post taken from my tutorial created in PPM (It was on here too, but was never restored, and shouldn't).
Post Source:
http://www.ppmsite.com/forum/viewtopic.php?p=203436QUOTE ("krnyoshi")
This tutorial should be scrapped. Upon 5 hours of further research on AI Triggers I've noticed that "IsBaseDefense=" is VERY limited by the rules.ini entry "MinAIDefensiveTeams" and "MaxAIDefensiveTeams". Depending on the difficulty setting is what determines how many "defense" teams should be created. I started noticing that the computer usually built a couple units from my "pool" list, but sometimes did not pool every team type, or even didn't build the team all the way (it was a rather odd bug I suppose).
I've also tested various combinations of options for Teams to try and make the AI pop new units out of the structures, but all to no avail. Prebuild and Autocreate do not create units. Same with keeping "waypoint=" blank (this works with the fourth trigger action, Create Team, however). Also, when "IsBaseDefense" is switched to yes, SOMETIMES the AI will allow its base defense units to be recruited in another AI trigger, while other times it would disallow recruitment of units regardless of "AreTeamMembersRecruitable" being chosen as yes.
It's still kind of funny and strange how I modeled my test AI system like how WW made theirs (even copied one for research purposes) and it still failed. Perhaps I'm doing something wrong? I'm not even sure.
Pooling may allow SOME recruitment to other AI triggers, but it doesn't seem very reliable. From both missions that I've done in my campaign that contain AI triggers, it appears that sometimes they work fine for a little while, but then crash and burn as time goes on, or from the very beginning.
Other than trying the "pool" option, I attempted to create a simple AI trigger that is supposed to create a taskforce by scratch, and have them move along a VERY simple linear path of waypoints. Weights were adjusted to where it was a very high percentage chance that the AI would trigger this, fired up the game, loaded the map, and it failed miserably. Sitting on the computer for about 3-5 minutes on the fastest setting, and nothing happened.
In conclusion, single player AI triggers seem to cause more of a headache than multiplayer ones. Can anyone who actually got the AI triggers to work in single player without the use of "pooling" can shed light into this? By use of AI triggers, I mean using them to produce new units.
I swear to god, at this rate, my mapping production rate will become stagnant again because of this, unless I go back the way I used to make the AI build, which would cause difficulty to shoot up the roof again. Rolling Eyes
EDIT: By the way, I already went and read up
http://www.steffke.de/jbbs/doc/CC/Kuenstli...g_en/index.html and I still got problems. The AI engine helped with identifying the tags easier, but it didn't seem to clarify much for single player. Mostly multiplayer it seems.

This post has been edited by Yoshi: Jan 13 2008, 11:05 PM