Posted: Tue Dec 26, 2017 9:58 pm Post subject:
AI not building some certain defenses.
As the title says. I'm not sure why they won't build some certain defenses despite I've already listed them on Allied/Soviet/ThirdDefenses and obviously on BuildingTypes, has correct PreReq, Owner, RequiredHouses, AIBasePlanningSide, and their costs are $1200/$1500/$2000.
As for example of a base defense that AI can't/won't build:
Code:
[NAMISSLSYS]
UIName=Name:NAMISSLSYS
Name=Soviet Rocket Turret
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=NACNST,RADAR
Adjacent=3
Sight=10
ROT=8
Owner=Africans
RequiredHouses=Africans
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1500
BaseNormal=no
Points=40
Power=-75
Crewed=no
Primary=MLRSLauncher
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=20 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=NAMISSLSYSTUR
TurretAnimIsVoxel=false
;TurretAnim=NASAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-60
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
Sensors=yes
SensorArray=yes
SensorsSight=15
ImmuneToEMP=no
So supposedly Libyans should build this as their base defense but unfortunately they won't do so. Some other defenses that are listed there have no problems and AI players build them as how they build defenses normally but there are really SOME(Maybe more than 3 on that list) defenses that AI players won't really build.
I'm starting to wonder if there's a limit of listing, for instance, SovietBaseDefenses since my original problem is this. QUICK_EDIT
You might need to define one or more of the following:
AntiInfantryValue=
AntiArmorValue=
AntiAirValue=
Their defaults are 0, hence the AI might not deem the building too valuable for defending the base against anything and thus might rather pick a different structure. _________________ QUICK_EDIT
How is the likelihood for a certain defense to be built by AI calculated? Or this isn't a probabilistic thing at all?
in the base rules, no value is over 25, but you giv a number to
AntiInfantryValue=
AntiArmorValue=
AntiAirValue=
and the AI tries to balance this with threatlevel= IIRC.
so if you have 4 air units at threatlevel=10, and you have Anti-air at AntiAirValue=25, the AI will build 2 AA buildings to counter that, AFAIK, and will strive to keep all buildings in the radius of said defenses at an AA value exceeding that of the perceived threat level, which is based on proximity to the base from what I'm aware.
Or I've been lied to and the AI plonks shit randomly and is dumb as a board. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Or I've been lied to and the AI plonks shit randomly and is dumb as a board.
Illuminati confirmed _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
No, AI isn't programmed to be so dumb. Even in TS, the proportions is
computed based on the building's weapon (AA or ground). Though the
building count is not so straight forward conversion, but it is a proportion
of the total count. And AntiXXXValue when all set to 0, AI doesn't produce
those. QUICK_EDIT
This might be a little irrelevant to the topic but since it's also related to base defenses, so I might as well ask here instead of creating new topic.
So as I've fixed my original problem, there's something that bugs me, which is AI usually build only 1 or 2 anti-air defenses. How to make them at least build 5 or more? Or rather, why is this happening? QUICK_EDIT
It also depends on the enemy. If AntiXXXValue and AIForcePredictionFudge
isn't giving what you want, could use Ares AIBuildCounts, AIExtraCounts
instead of making those as defenses. And could still use IsBaseDefense for
AI considering it as defenses. QUICK_EDIT
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