Posted: Tue Dec 29, 2009 3:34 am Post subject:
Let's talk AI
As some of you may know I am working on my mod for YR called Global Conflict (it's more or less announced in CnC Chat) and I have recently finished the bulk of the mod's gameplay and general balance.
My next step has been Skirmish AI and while I have been able to modify most of the TaskForces necessary to achieve a much stronger opponent, I have not yet figured out how to do a few things.
This is where more veteran AI coders than me come in.
I have DCoder's AI Editor and I am running through the stuff right now but I am wondering on a few things:
1) I have a TaskForce and a TriggerType/ScriptType containing the placeholder for the Aircraft Carrier (since most of my units are swap outs of existing stuff) yet the AI has yet to build it. I'm wondering how could I get such a TaskForce to be built. (If tuts exist just point me in the general direction on this one)
1) EDIT: I somehow got this one working. Though it makes me curious, is 8 ships really a good idea for this fleet? Not that it's too difficult to beat mind you.
2) I am trying to convert the ScriptType for attacking things like Ore Refineries for the BEAG aircraft into something more akin to the other Harrier AI scripts. Which is concentrate on vehicles first, then base defenses then anything else. I have modified the ScriptType already but it does not show in-game.
2) EDIT: I seem to have figured this one out too I thinks. At this rate I'll be killin the whole thread by tomorrow morning...
3) Is it possible to make Naval Bombard TaskForces of any kind able to act like the Allied Cruiser in RA1? Aka shoot everything it can until it dies. I heard this part is bugged and is tasked with fixing in Ares. (Anyone confirm that last part?)
4) Multiple Passenger capable vehicles. Is it possible to code the AI to use more than 1 per TaskForce per attack? I know all transports have to be full before they are used. Several of my transports in game are of the OpenTopped variety.
5) Adding in new TaskForces, ScriptTypes and TriggerTypes so I can add in the new aircraft for the other two factions. (And add in the secondary aircraft on the replacement for the Allies) I am looking for tips or directions to tuts in order to begin creating this. Like the BEAG placeholder, the new aircraft will be vehicle killers first then base defenses then everything else.
I am certainly open to any other tips for creating good strong (and difficult to beat) AI. I'm quite knowledgeable in rules.ini and moderate strength art.ini but ai is something I am quite new at. QUICK_EDIT
4) Multiple Passenger capable vehicles. Is it possible to code the AI to use more than 1 per TaskForce per attack? I know all transports have to be full before they are used. Several of my transports in game are of the OpenTopped variety.
Well, I have a tough AI, but as far as #4, i dont think so. I have a bug where the AI loads the vehicle and then delpoys them at the base and the troops run towards me. Some times 1 transport will fill and move out as it shuld. I know there is a topic on this, I'll try to find it.
Edit: This post http://forums.renegadeprojects.com/showthread.php?tid=846&highlight=transports says taht he got multiple transports to work, but I could have sworn I read somewhere you couldn't. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I think naval Bombardment only works if you specify specific targets in the script. I.E. tell Dreadnoughts to specifically attack the allied conyard, then allied war factorys & so on. If you tell it to attack all enemy buildings then it will only look for naval buildings. I believe this was done so the AI wouldn't get stuck in a loop trying to shoot at buildings that where out of rage etc.
I haven't tried this out myself BTW so I'm unsure if it will work. _________________
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