Posted: Fri Feb 10, 2017 3:32 am Post subject:
AI Pool Team Spam
I've converted the TS Artillery into RA2 for testing purposes, and gave the AI both a pool team and attacking team, copied directly from TS's ai.ini just to ensure it would work properly.
It seems that any pool team will be spammed if the pool/defensive unit in question is a deployer. Hence why the AI would always have a base full of Artilleries or Juggernauts. I think it has something to do with deploying units, since standard units have never had this issue in defensive teams. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Pool teams are spam teams, always made. If you only copied those pool teams into RA2 where pool teams normally in ai(md).ini are not used at all, you will have spam of those units if they are only pool teams there.
Doubt its anything to do with deploying. QUICK_EDIT
Check for these conditions:
- somehow when deployed, the unit doesn't count. Check rules for deploy
flags or side change etc.
- MinimumAIDefensiveTeams entry in rules and count of IsBaseDefense=yes
teamtypes in AI ini calculation may not be right.
- Max= count has big value or -1 on the teamtype.
- MaximumAIDefensiveTeams has large value
- you started with a new AI ini file or number of attack teams is too low
- AI is not choosing enemy for some reason like large value in AIHateDelays.
- The team is getting recruited to another team, so the Max count remains
unfulfilled. QUICK_EDIT
Even if not, the RA2 AI is still very quirky with deploying vehicles, and does not use any by default. Of course, I know mods, say C&C Reloaded for example, have deploying units such as the Nod artillery working just fine for the AI. I've yet to get my Soviet AI to send a siege chopper outside of the enemy base and deploy it (or deploy it at all), but the Siege Chopper has an awkward deploying process to begin with.
E1Elite wrote:
- somehow when deployed, the unit doesn't count. Check rules for deploy
flags or side change etc.
- MinimumAIDefensiveTeams entry in rules and count of IsBaseDefense=yes
teamtypes in AI ini calculation may not be right.
- Max= count has big value or -1 on the teamtype.
- MaximumAIDefensiveTeams has large value
- you started with a new AI ini file or number of attack teams is too low
- AI is not choosing enemy for some reason like large value in AIHateDelays.
- The team is getting recruited to another team, so the Max count remains
unfulfilled.
All conditions checked and fine, with the only exception being the number of attack teams being too low. There are currently only six (while existing factions have around 40 different teams), which are relatively small with cheap units. I use low TeamDelays in my mod, which work excellently for the existing three factions, but at the moment, my AI does not have enough attack teams to keep up (since they are still in development, and only have eight different units at the moment), and will be able to create and have all six of their attack teams out at once, leaving them with nothing left to build but the artillery pool.
This is a possible cause. Adding more units/teams would help, but for now I'll test them with higher team delays to see if that helps at all. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Even if not, the RA2 AI is still very quirky with deploying vehicles, and does not use any by default. Of course, I know mods, say C&C Reloaded for example, have deploying units such as the Nod artillery working just fine for the AI. I've yet to get my Soviet AI to send a siege chopper outside of the enemy base and deploy it (or deploy it at all), but the Siege Chopper has an awkward deploying process to begin with.
This is a possible cause. Adding more units/teams would help, but for now I'll test them with higher team delays to see if that helps at all.
The problem with siege chopper deploy does not relate to ground vehicle deploy. Aerial vehicles never get told they arrived at destination or so called range check fails(?) and thus deploy order can not be carried out and this is presently unfixable unless perhaps try low flying (low enough to consider ground range checking) siege chopper for ai maybe to bypass this.
Easiest solution for artillery vehicles is not to use pool team condition so it limits their creation to a condition or you set lower max= on the artllery teams that might help but in long run more aitriggers are needed to spread out the unit spam diversity. QUICK_EDIT
Easiest solution for artillery vehicles is not to use pool team condition so it limits their creation to a condition or you set lower max= on the artllery teams that might help but in long run more aitriggers are needed to spread out the unit spam diversity.
The Siege Chopper range-check issue makes sense, seeing how all Jumpjet units always have the green line indicating their travel direction (and pointing toward the ground) even when stopped. As for the condition:
If I have this code correctly, this should make it so that they build the team so long as they have 0 GAARTY (deployed artillery), meaning that once they have deployed their first set of artilleries, they should have no reason to build anymore. I've also tried making their script/team follow similar directions to Allied/Soviet refinery guard teams, which will move between positions, but I don't believe the AI ever moved deploying units in TS once deployed. Even then, I would have expected the spam to not persist when following a working script. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Ah, I had figured that the condition was when "AI owns X amount," not "AI owns X amount or more." That explains why it hadn't worked. Though I'll admit, I ran various tests just now, with the AI now having twelve teams instead of 6, the majority of which have a Max of 2 as opposed to 1, so the artillery spam issue has been largely unnoticeable, as Apollo said it would, but definitely still exists. Thanks, I'll test that value of 4 tomorrow. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
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