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AI Problem
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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Thu Jan 03, 2008 11:29 pm    Post subject:  AI Problem
Subject description: Techcheating bug
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Well as you probably know the WW AI does Techcheat (Building like Prism Tanks, Spys, etc when not having a Battle Lab built, etc)

So i tried to fix this by changing the techlevel of the triggers, but still it Builds Battle Lab units when not having a battle lab itself built.

I'm using TDF 1.0, YR 1.001

Code:



[0D0828BC-G]
Name=1 Spy
0=1,SPY
Group=-1

[0CADDDBC-G]
Name=General Spy vs Allied Power
0=0,4
1=47,0
2=46,131072
3=47,131083
4=46,11

[0CE1F59C-G]
Name=Allied Spy vs Allied Power
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0CADDDBC-G
TaskForce=0D0828BC-G

0C92C45C-G=Allied Spy vs Allied Power,0CE1F59C-G,<all>,10,0,GAPOWR,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,1,0,<none>,0,1,1



This is just one of many triggers with this problem.

So any ideas?

Thanks in Advance.

Chrisse

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 04, 2008 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

It's the trigger that causes that. The normal Spy triggers say that when the enemy has that building, it must build it. It doesn't look if it has an Battle Lab then. If you want the AI only to build spies when it has a battle labe, you must have this:
Quote:
0C92C45C-G=Allied Spy vs Allied Power,0CE1F59C-G,<all>,10,1,GATECH,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,1,0,<none>,0,1,1

See what I have changed? The 0 is a 1, which mean that the AI will check if he has the building after the comma (dunno how to call that in English).
I also advise to use Deezire's INI guide. I've got it uploaded at some topic, I will give you the link when I find it...

EDIT: this is the topic. Scroll down untill you see an attachment by me...
clicky

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri Jan 04, 2008 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, infact ive read the guide and since its a spy trigger the action should be taken when the enemy owns an Allied Powerplant, otherway it will build spys even when not needed, and according to Deezire's guide the Techlevel described in the trigger is the value deciding wether the action can be triggered or not (Stopping the AI from building Prisms before battle lab, etc). And, it doesent do like this with all the triggers for example with the Floating discs vs power, which is triggered when the enemy owns 1 or more power plants (It still won't be triggered unless the AI owns a Yuri Battle Lab).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 04, 2008 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, I am a bit confused now. Is the example code that I gave you good or not?

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri Jan 04, 2008 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Example code i posted is an Techceating trigger, even though the techlevel is set to 10 it still trains spys in the beginning of the game when only having barracks, this is an WW orginal trigger, only changed the techlevel from 3 to 10 trying to prevent it from Techcheating, with no success.

EDIT: A snippet from Deezires AI Guide about this:

[ID]= A,B,C,D,E,F,G,XX.000000,YY.000000,ZZ.000000,X1,Y,X2,Z,H,D1,D2,D3

D = TechLevel

Determines the TechLevel= setting which is required in order for this trigger to be used. Although the TechLevel= setting is partly useless to human players in Red Alert 2, this is used by the AI when it assembles TaskForces. The trigger will only be used when the AI has reached this TechLevel= setting through construction of the required structures in its tech tree - setting this value below that required for a particular unit can often lead to the AI using units for which it has not met the Prerequisite= requirements. It is best to set this to at least the setting required to build any units in the associated TaskForce(s).

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Last edited by Chrisse on Fri Jan 04, 2008 6:40 pm; edited 3 times in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 04, 2008 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, in RA2 you can't set the TechLevel anymore, so that doesn't matter... (ok, you can set the TL with RP/NP, but it's still buggy)
EDIT: Ow, you just edited while I was posting...
*reads edit*
Huh, I didn't know that...

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri Jan 04, 2008 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

After me and Hogo doing some research i think the Techlevel tag in the trigger is Obsolete, just look at theese 2 triggers:

Code:

0C92C45C-G=Allied Spy vs Allied Power,0CE1F59C-G,<all>,10,0,GAPOWR,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,1,0,<none>,0,1,1

05FC75CC-G=Yuri Disc - H2_A,05FC7C8C-G,<all>,2,1,YATECH,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,3,0,05FC075C-G,0,0,1


Well, The Yuri Disc trigger is following the rules (Building after the Battle Lab is built)
The Allied Spy trigger isn't.

And, when looking into theese 2 triggers the Yuri Disc has techlevel 2 which is far below battle lab, and the Allied Spy has tech level 10 which is above the Battle Lab. If you when they are triggered the Yuri Disc is triggered when the AI owns a Yuri Battle Lab, and the Allied Spy is triggered when the enemy owns a powerplant (Which is in the beginning of the game).

This is why i think the Techlevel tag is Obsolete, but i need an confirmation.

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http://open.spotify.com/track/3B5lZi3QJ8AeVpdLtO9NcI

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Fri Jan 04, 2008 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Confirmed.
The loading code just skips the TechLevel, parsing the next comma immediately.

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hogo98
Vehicle Drone


Joined: 08 Aug 2006

PostPosted: Fri Jan 04, 2008 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

How annoying Me and Chrisse need to fix the Ai from cheating and have no idea how now >_> Thanks for checking PD Smile

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri Jan 04, 2008 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actially, there is an way. Change all the "When the enemy owns a certain object" tag to "When the AI itself owns a certain object".

_________________
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www.myspce.com/ttex91 (Listen to my music (Outdated)).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jan 05, 2008 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait a sec, are you and hogo still busy on your mod? And what about me?
*goes hiding in a corner, acting like an emo*

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Sat Jan 05, 2008 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not my mod, a special AI project i'm and hogo are busy with, my mod is mostly onhold. And, your like never on MSN so its kindof hard to contact you Smile

_________________
R.I.P Xeno.

http://open.spotify.com/track/3B5lZi3QJ8AeVpdLtO9NcI

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hogo98
Vehicle Drone


Joined: 08 Aug 2006

PostPosted: Sat Jan 05, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Ai mod is coming on nicely, Maybe we should release a beta soon for feedback chrisse Smile

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Sat Jan 05, 2008 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who knows #Tongue

Anyway, it's getting offtopic, Issue clarified, no need to post here anymore.

_________________
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