Posted: Thu Jun 13, 2019 9:32 pm Post subject:
My AI stopped working
Subject description: this game's AI is nightmare fuel
To be completely clear, the AI from my game simply stopped working. Well not entirely, the only AI thing it does is the infantry patrols at base and, for yuri, multiple slave miners.
Besides that, it doesn't send any attack, doesn't create any taskforce, nothing. I remember fiddling with AI stuff on rulesmd, in wich I tried to revert those tags to a vanilla state, trying to solve the issue, wich turns out wasn't enough.
Tried to remove my modded AImd, but no positive result either.
I've spent about 4-5 hours in a single 7 AI game, with no attacks/taskforces whatsoever.
Can someone help me in that matter? I can post specific AI-related tags here if you need, but please, HELP!
PS.: bad english yay. _________________ I'll throw bananas at your general direction. QUICK_EDIT
Spending 5hrs in a game does suggest you are mentally unwell...
You should provide some background, are you using Ares or some launcher, and anything else relevant? There could be a whole lot of answers that don't apply...
Spending 5hrs in a game does suggest you are mentally unwell...
You should provide some background, are you using Ares or some launcher, and anything else relevant? There could be a whole lot of answers that don't apply...
Did you run AICHECK on it?
If you are so worried about my mental health, I'll make sure to let you know that the game was runnig on the background while I was studying/programming. C# is quite cool.
Yes, I am using Ares 2.0, except that, I dunno anything else relevant. running AICHECK 6 gave me several errors(?), but take note that this comes from a complete vanilla/unaltered AImd.ini
Spoiler (click here to read it):
[01000076-G] -> mismatched UNIT houses in TASKFORCE: Genetech? <---> YuriCountry?
[0CAD0DCC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD0C7C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD0B2C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D62199C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D6216FC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D6215AC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D62145C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CA1F84C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD145C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD130C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD2AEC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0C8E2C3C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0CAD25AC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0C8B81BC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D052AEC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0AD2BAEC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0C8C2AEC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0C87E5AC-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0D0B3B9C-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[0612B11C-G] -> RequiredHouses mismatch for TEAMTYPE: 06099EFC-G <-> <all>
[05FFA7DC-G] -> RequiredHouses mismatch for TEAMTYPE: 05FFAA3C-G <-> <all>
[06002BFC-G] -> RequiredHouses mismatch for TEAMTYPE: 05FFA48C-G <-> <all>
[05FC1A8C-G] -> RequiredHouses mismatch for TEAMTYPE: 05FBBBEC-G <-> <all>
[05FC37CC-G] -> RequiredHouses mismatch for TEAMTYPE: 05FC3B6C-G <-> <all>
[05FC333C-G] -> RequiredHouses mismatch for TEAMTYPE: 060F8A7C-G <-> <all>
[05FC0C9C-G] -> RequiredHouses mismatch for TEAMTYPE: 060F883C-G <-> <all>
[08B9154C-G] -> RequiredHouses mismatch for TEAMTYPE: 08B90EFC-G <-> <all>
[08B911BC-G] -> RequiredHouses mismatch for TEAMTYPE: 08B9141C-G <-> <all>
[08B9305C-G] -> RequiredHouses mismatch for TEAMTYPE: 08B9343C-G <-> <all>
[0611A33C-G] -> RequiredHouses mismatch for backup TEAMTYPE: 061183BC-G <-> <all>
[0611A1EC-G] -> RequiredHouses mismatch for TEAMTYPE: 061183BC-G <-> <all>
[08B9641C-G] -> RequiredHouses mismatch for TEAMTYPE: 08B967BC-G <-> <all>
[05FC13EC-G] -> RequiredHouses mismatch for TEAMTYPE: 08B91ABC-G <-> <all>
[05FC13EC-G] -> RequiredHouses mismatch for backup TEAMTYPE: 08B91ABC-G <-> Genetech
[0612F46C-G] -> RequiredHouses mismatch for TEAMTYPE: 08BE3EFC-G <-> <all>
[078F4B2C-G] -> RequiredHouses mismatch for TEAMTYPE: 078F3A3C-G <-> <all>
[0100002C-G] -> invalid SIDE value for Germans: 3
[0100004C-G] -> RequiredHouses mismatch for TEAMTYPE: 0100004B-G <-> <all>
[01000070-G] -> Owner mismatch for backup TEAMTYPE: 0CB246CC-G <-> Alliance
[01000077-G] -> RequiredHouses mismatch for TEAMTYPE: 08B93EFC-G <-> Genetech
[01000085-G] -> RequiredHouses mismatch for TEAMTYPE: 01000084-G <-> <all>
AI Totals:
Taskforces:162
Scripts:96
TeamTypes:197
Triggers:202
except this Genetech thing, do you see anything unusual? I'm not that good with AI stuff. _________________ I'll throw bananas at your general direction. QUICK_EDIT
May be your AI is not able to make enemy, so it is not making attack teams, that is if you are using vanilla aimd.ini. If the AI players are allied with you, then also those won't produce attack teams until attacked, bug in RA2/YR.
Check the following flags and compare with the vanilla rules - UseMinDefenseRule, MinimumAIDefensiveTeams, MaximumAIDefensiveTeams, TotalAITeamCap and AIHateDelays. Could also check TeamDelays and MultiplayerAICM.
The AI notoriously ignores prerequisites, but will rigidly obey ownership and required/forbidden house rules, so almost all of those triggers you're showing will not fire... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
sounds like your AI is building only base defense teams, and it tells me either it doesnt make an enemy, or you changed the AIDefensiveTeams
(or whatever that is in yr) tag in your rulesmd to be a condition the AI cant meet, and it therefore dies there trying in vain to fill
basedefense teams before building your normal teams. thats my best guess on it. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Find the following section in your rules under [General] and post it here:
Code:
;-RTO
TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
;TeamDelays=1200,1350,1600
AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level
AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money
NodAIBuildsWalls=no
AIBuildsWalls=no
; -RTO*
MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control
AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner
HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range
; of these units, because they need to have very short ranges
FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)
;-RTO
MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=2,2,2 ; " "
TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes
DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
Note the above is what the values look like from a fresh copy of 1.001 rules. If you spot any notable differences, restore them to default values and see if that helps.
Otherwise, you might just have to share us a copy of your mod so we can dig deeper to find a fix. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
I just found out what was the problem. A few months ago, before my schoo lstarted, I added a building, lets call it GAAIRB. I added every tag where it was needed to be, I so I thought I did. Today, after a painful revision, somehow I managed to fix the issu, dunno how, but my guess is that, somehow, the AI was confused with the new building, or with a missing tag somewhere, I really don't know. Thanks for the help trying to find the issue guys! _________________ I'll throw bananas at your general direction. QUICK_EDIT
You should make a habit of running AICHECK after every change just before you plan to playtest, in your eagerness you will forget silly things that it will find... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You should make a habit of running AICHECK after every change just before you plan to playtest, in your eagerness you will forget silly things that it will find...
I always do, but I saw nothing relating this GAAIRB in particular, so yeah _________________ I'll throw bananas at your general direction. QUICK_EDIT
Well if you ever decide to tell me what was the problem, and not treat it like some state secret, maybe I can poke through the code and figure out why... you can send me a msg with the .inis zipped up, if this weird scenario happens again. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Well if you ever decide to tell me what was the problem, and not treat it like some state secret, maybe I can poke through the code and figure out why... you can send me a msg with the .inis zipped up, if this weird scenario happens again.
Well, there is no "state secret" here, I really don't know what I did to make it work again. But thanks anyways, if this ever happen again I'll contact you. _________________ I'll throw bananas at your general direction. QUICK_EDIT
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