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AI for Yuri
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davewozere05
Civilian


Joined: 20 Jul 2007

PostPosted: Sun Jul 13, 2008 10:27 pm    Post subject:  AI for Yuri Reply with quote  Mark this post and the followings unread

Can someone post up a really good aimd.ini file for an unmodded Yuri's Revenge. Really hard like Deevious AI from Deezire or sommat like that.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jul 13, 2008 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

No one will post up a really hard AI AFAIK because each person has their own unique strategy and therefore have their own weaknesses to beef up on the AI. A generally hard AI is neigh impossible and most likely won't be found.

If I'm wrong and someone posts an AI, you may call me a liar. #Tongue

Or you can try and google one.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 14, 2008 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I would post one, if I didn't add units to my mod #Tongue And I dunno how hard Deevious AI is. I never tried it...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jul 14, 2008 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

A rulesmd.ini edit is required as well and making a decent AI takes time, effort and a lot of testing.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 14, 2008 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

^So true... I'm working on my private mod more then a year now, and I'm still testing and improving the AI #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jul 14, 2008 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

default aimd.ini file size = 135 kb

my mod aimd.ini file size = 554 kb and its customised for my mod.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 14, 2008 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Meh, I haven't even doubled the size yet... But it ain't done yet Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 14, 2008 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know with rules editing alone you can make the AI produce more than most mods AIs, even RS 1.99. And it only uses one war factory. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 14, 2008 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let the AI build copies of units which have a BuildTimeMultiplier eh? Or a different way...

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 14, 2008 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

No copies, no editing units etc. Skillz. #Tongue

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Jul 14, 2008 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you are going to modify the aimd.ini file to make a more challenging AI you will have to edit certain sections of the rulesmd file to make it use those new tactics efficiently. These rules optimizations have their own special place and is somewhat easily found but you are not limited to that. if the new AI depletes yours and its resources to quickly early in the game and then the rest draws to a craw you may have to tinker with the economy.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 14, 2008 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
No copies, no editing units etc. Skillz. #Tongue

And lemme guess: it's something special and you ain't going to share the secret... Or will you?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 14, 2008 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not a secret, you just havent found the right combination of tag changes yet. Or the same one I have. I can't tell you a formula, because I don't have one and I'm not copying half of the ini anywhere.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jul 14, 2008 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are more tags at the top like the virtual AI ore purifier and the tweaks for easy/med/hard AI buildspeed.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 15, 2008 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I have changed those already #Tongue
Also, I'm looking at the rulesmd.ini atm... What does "BuildSlowdown=yes" mean in the AI difficulty part? I mean, I know what it means, but what is the result if you disable this? Will the AI build his base just as fast as in TS (aka you have radar, they have tech center, even if you build really fast)?

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Jul 15, 2008 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that makes it follow how big your base is. With it off the AI built up a pretty big base.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 15, 2008 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooohhh!
*goes testing*
#Tongue

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue Jul 15, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

if so we have a new AI intelligence

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Jul 15, 2008 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard wrote:
if so we have a new AI intelligence


Isn't that a contradiction though?

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OpalHaiku
Civilian


Joined: 30 Jul 2008

PostPosted: Thu Jul 31, 2008 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aside from creating an AI like that, using preset flags and switches, is it possible to write AI scripts, possibly using an if/then format? (sorry for possible idiocy, but the entiority of my AI experience is limited to staffing for text based games Very Happy)

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Jul 31, 2008 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

i love how a bit of knowledge of the japanese language can turn the thread-title into "Love for lesbianism".
Very Happy

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Thu Jul 31, 2008 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
Biohazard wrote:
if so we have a new AI intelligence


Isn't that a contradiction though?


No, it's just redundant.

ChielScape wrote:
i love how a bit of knowledge of the japanese language can turn the thread-title into "Love for lesbianism".
Very Happy


lol'd.

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