Nah I won't need the map. I'll take a look. (And edit this post once I figured it out.

)
Edit:
About the first AI player:
Ok, the script is a bit chaotic, so I first combined some parts, with the following result:
- Code:
!SET_GROUP 15 97 168 5 7 14
!SET_AI_DEFENSE 97 168 5 0 15 0
!SET_GROUP 15 107 174 5 7 14
!SET_AI_DEFENSE 107 174 5 0 15 0
!SET_GROUP 19 114 167 5 5 10
!SET_AI_DEFENSE 114 167 5 1 15 0
!SET_GROUP 19 124 171 4 5 10
!SET_AI_DEFENSE 124 171 4 1 15 0
!SET_GROUP 15 117 176 5 7 14
!SET_AI_DEFENSE 117 176 5 0 15 0
!SET_GROUP 21 128 177 4 5 10
!SET_AI_DEFENSE 128 177 4 3 20 0
!SET_GROUP 21 99 156 5 5 10
!SET_AI_DEFENSE 99 156 5 3 20 0
!SET_GROUP 23 85 146 6 7 21
!SET_AI_DEFENSE 85 146 6 0 25 0
!SET_GROUP 17 89 146 6 5 10
!SET_AI_DEFENSE 85 146 6 0 25 0
!SET_GROUP 15 88 132 6 7 14
!SET_AI_DEFENSE 88 132 6 0 15 0
!SET_GROUP 19 97 145 5 5 10
!SET_AI_DEFENSE 97 145 5 1 15 0
!SET_GROUP 21 97 124 6 5 10
!SET_AI_DEFENSE 97 124 6 3 20 0
!SET_GROUP 17 101 165 5 5 5
!SET_AI_DEFENSE 101 165 5 2 15 1
!SET_GROUP 17 110 170 5 5 10
!SET_AI_DEFENSE 110 170 5 2 15 1
!SET_GROUP 17 124 167 4 5 10
!SET_AI_DEFENSE 124 167 4 2 15 1
!SET_GROUP 17 117 164 5 5 5
!SET_AI_DEFENSE 117 164 5 2 15 1
!SET_GROUP 17 93 131 6 5 10
!SET_AI_DEFENSE 93 131 6 2 15 1
The attack this player has to carry out is this one:
- Code:
!SET_AI_ATTACK TYPE 1
!SET_AI_ATTACK TOTAL_AMOUNT 60
!SET_AI_ATTACK TROUP_AMOUNT 0 1
!SET_AI_ATTACK TROUP_AMOUNT 1 0
!SET_AI_ATTACK TROUP_AMOUNT 2 1
!SET_AI_ATTACK TROUP_AMOUNT 3 1
!SET_AI_ATTACK COUNTER 0
!SET_AI_ATTACK TARGET 3
!SET_AI_ATTACK POSITION 16 230
!COPY_AI_ATTACK 0
This attack means that after 0/10th second, the AI will attack with at least 60 'free' soldiers, divided among 1 group melee, 1 group ranged and 1 group mounted units, and they will attack at (16, 230). However, there are no 60 'free' soldiers, and certainly not divided among 3 different groups. You see, the last number of !SET_AI_DEFENSE (either 0 or 1) represents how important a group is. If a defense position has importance 0, the units on that position will NEVER attack. Only units with importance 1 can attack. In your case, only ranged units. But even if you had enough defense positions with importance 1, the attack would still not be carried out because it is a TYPE 1 attack. TYPE 1 attacks only occur once. In other words, they will be carried out at the moment you command them to: COUNTER 0 --> immediately when the game begins. But there are not enough troops to do so. I recommend using a TYPE 2 or TYPE 0 attack, because these will repeat.
(Please note, there is a significant difference between TPR and KaM Remake: whereas in TPR, any attack will be carried out at or after the set COUNTER, KaM Remake ignores COUNTER for TYPE 0 ( ? ) and TYPE 2 attacks... This is also why, in some missions, the enemy attacks right away.)
About the second AI player:
Again, that's a mistake in Remake, as the attack repeats itself over and over again and Remake takes more and more troops to attack with (if I may guess: not the whole army comes at the same time, but the groups attack one by one until they all attack?). I see you used a TYPE 0 attack already. If this attack is meant to be an attack at the start of the game, I suggest creating a whole new AI player that only starts with the attacking army and nothing else. Let them attack and use a TYPE 2 attack with TAKE_ALL. Succes guaranteed. However, repeating attacks such as TYPE 0 or TYPE 2 attacks without TAKE_ALL will still be easy to stop as long as you kill 1 unit of the attack and then intercept them. They will then retreat to the AI's village until they have enough troops again (which is pretty soon if you only kill one unit, but if you use loads of towers and then use one unit to intercept, it will be very easy). I'm afraid it is impossible to deal with this using static scripts. If you really want to solve it, I refer to dynamic scripts, although that's far more complicated.