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AI questions
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Aug 31, 2008 10:17 am    Post subject:  AI questions Reply with quote  Mark this post and the followings unread

I was mucking around with the AI for Tiberian Sun in Rules.ini - i was exploring the effect of the TeamDelays tag.

i reduced it to 2000 frames and the result was the AI, without building a tech centre, managed to produce the 3 disruptors taskforce.

I suppose this is a question about the nature of TS AI

what 'rules' do they exactly follow, and not follow?
i know they can build as many buildings as they want at one time.
AI also seams to have a very extraordinary economy, which is evident when lowering this TeamDelays tag...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Aug 31, 2008 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The one thing i still dont understand about this game is the dam AI, messy code wise, stupid logic wise #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 31, 2008 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchy to the rescue!
For basebuilding, they follow the codes in the rules.ini. For attacks, they follow the codes in ai.ini, and some codes from rules.ini

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Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Sun Aug 31, 2008 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

And the AI always tended to create units which prerequisites aren't fullified.

The AI was strange since TD (where it rebuilt buildings even if there were no adjacent buildings)

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I just registered for posting in the TO Forums and to prove its awesome-ness!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 31, 2008 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Julius Clonkus wrote:
And the AI always tended to create units which prerequisites aren't fullified.

That can be fixed by editing the triggers in ai.ini, and disabling the creation of autoteams Wink

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sun Aug 31, 2008 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

and they also break the build limit i set them to build 3 MMK2 (Knowing they would break the limit) we all know the rules.ini limit is 1

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 31, 2008 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's something that can't be fixed, or you must use only 1 attack which has a MM2/CyCom/any other unit with buildlimit.

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sun Aug 31, 2008 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

ow well i don't care that much any way

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 31, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I only want my AI to follow prerequisites, so the don't build Apocs when they only have a WF #Tongue

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Mon Sep 01, 2008 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Autoteams eh? thought it had something to do with that... is there a way somehow of applying an economic handicap to an AI player?

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Sep 01, 2008 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

PARANOIA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ITS all in your head.

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Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Sep 01, 2008 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Handicap for AI? No. You can only decrease the AICMultiplier, so it receives the same ammount of money as you do...

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Mon Sep 01, 2008 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not acquainted with this... do you mean MultiplayerAICM? what do the values correspond to?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Sep 01, 2008 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Paranoia wrote:
I'm not acquainted with this... do you mean MultiplayerAICM? what do the values correspond to?

learn how to use the search function Mad , there are several previous topics that explains how the "MultiplayerAICM" and several other lines works.
(It was even me who explained how it works in one of the topics)

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Mon Sep 01, 2008 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

My apologies djohe, it all makes sense to me now.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Sep 02, 2008 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that's the one. I didn't recall it well when I was posting that post Wink

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