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My AI stopped working
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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Thu Jun 13, 2019 9:32 pm    Post subject:  My AI stopped working
Subject description: this game's AI is nightmare fuel
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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.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 13, 2019 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Thu Jun 13, 2019 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
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



[0CE4D2AC-G] -> unused TASKFORCE
[0D0816CC-G] -> unused TASKFORCE
[0D0814DC-G] -> unused TASKFORCE
[0D2C7A1C-G] -> unused TASKFORCE
[0D0819FC-G] -> unused TASKFORCE
[0D0817DC-G] -> unused TASKFORCE
[0A6E67CC-G] -> unused SCRIPT
[0D2C345C-G] -> unused SCRIPT
[0CE4A48C-G] -> unused SCRIPT
[0CA48EFC-G] -> unused TEAM
[06BC7B5C-G] -> unused TEAM
[09B5330C-G] -> unused TEAM



except this Genetech thing, do you see anything unusual? I'm not that good with AI stuff.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Jun 14, 2019 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Can use AI Edit for editing AIMD.ini.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jun 14, 2019 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Jun 14, 2019 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 14, 2019 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sat Jun 15, 2019 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 15, 2019 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sat Jun 15, 2019 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
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

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 15, 2019 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sun Jun 16, 2019 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
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.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Jun 16, 2019 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you must know what you changed?

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sun Jun 16, 2019 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Well you must know what you changed?

Well, i basically rewrote the ID of the building (GAAIRB) where it was needed, plus remade the basic code of the building.

[General]
PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS,GAAIRB

[BuildingTypes]
414=GAAIRB

[Animations]
1115=GAAIRB_A
1116=GAAIRB_B
1117=GAAIRB_C
1118=GAAIRB_AD
1119=GAAIRB_BD
1120=GAAIRB_CD
1121=GAAIRBB

[AI]
BuildRadar=GAAIRC,NARADR,AMRADR,NAPSIS,GAAIRB

and placed the ID under Dock= of some units

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jun 17, 2019 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The General and AI bits will have been it I'd wager.

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Tue Jun 18, 2019 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
The General and AI bits will have been it I'd wager.


That's my guess too.

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