Posted: Mon Jan 16, 2012 3:30 am Post subject:
A.I help
Hi, I am trying to increase the odds or chances the number of offensive teams being generated by the A.I in my yuri revenge skirmish games.
So far my A.I can easily generate teams for defensive actions but when it comes to offense there are only always 2 to 3 teams being generated in a 6 A.I player skirmish match.
I wish to increase this from 8 to 10.
Any advices would be appreciated at how I can make this possible. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 16, 2012 9:06 am Post subject:
Decrease [General]MinimumAIDefensiveTeams and [General]MaximumAIDefensiveTeams.
Maybe add in some AIVirtualPurifiers and MultplayerAICM, they are several lines above these. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
If i remember correctly you should not touch the aidefensive team values. "can cause bad things to happen."
Instead use:
TotalAITeamCap=;use to increase number of teams ai can have.
To fill teams faster i suggest setting a lower value for team delays.
TeamDelays=; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
This value can improve ai as well.
DissolveUnfilledTeamDelay=; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
I suggest removing Ai buildslowdown as well. And making AI richer always help, as Graion has said.
Of course you can also modify aimd for more stuff too.
There are more detailed ai guides out there already, I suggest you do a search on ppm. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 16, 2012 9:30 am Post subject:
Bad things happen if you allow any of your AIs to have more defensive teams than the coded ones in aimd.
This is why I decreased them to 0, because my new sides ATM doesn't have an AI. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Ahhh, that's why, I was thinking it was something like that. Also did some research why I was at it.
Quote:
DissolveUnfilledTeamDelay=
NOTE: you should not lower this number, particularly if you have edited AI.INI and increased the size of the TaskForces or included expensive units (or those which could otherwise be time consuming for the AI to build) - doing so may mean that the AI would not use those TaskForces as it may not be able to assemble them before this time limit, meaning they will be dissolved and thus unused.
Deezires guide source.
I'm thinking for my mod its a little unrealstic that my ai never run out of money making games drag out forever near end. I was wondering I understand Graion, I understand MultplayerAICM, but for purifiers, is it a direct multiplier? or is it a 25% stacked, or combined? like AIVirtualPurifiers= is set at 4 then ai grabs 100 ore is it: 400, 200, or 244?
Modenc and Deezire and searches are unclear on this.. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 16, 2012 10:06 am Post subject:
If PurifierBonus is 25%, then yeah, 244. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Alright, what I thought thanks! _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Hey thanks for the tips you guys, unfortuantely I have pretty much cover those already, I have my defensive team set at min =2 and max =3 for all difficulties, and also the team delays is set to the lowest value possible.My team caps is set at 100 for all difficulties.
IF possible, do you know what are the default values? Was it my tampering of the default values had cause the A.I to behave differently than I have expected? Please double confirm if you can on this
I also discover that if you increase the team delays, the A.I will build more expensive units where if you decrease the A.I will just keep build cheap infantries, that just make the A.I offense team a little too easy.
I was wondering anything else in Aimd I may have missed? Like the Triggers or maybe the build speed of units itself may affect how a team is created? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 16, 2012 12:45 pm Post subject:
Triggers affect the probability, teamdelays affect the time the AI waits for the team to build.
If you shorten the teamdelay, you effectively haste the AI to build taskforces and they'll be cheap to have them built within time. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Thanks for all the advise guys, I got my A.I pumping out offensive teams like there is no tomorrow and I got wipe out every time I play the game. But it is what I had wanted!
Hi there, I have another question about the A.I, I had discover all the computer A.I were targeting me every time in a 8 player game even if I had set them into different teams and free for all, is there something in the rulemd.ini I can tweak to get them to randomly target each other? Thanks. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 21, 2012 2:43 pm Post subject:
Try to give the ConYards IsThreatRatingNote=yes.
//whoever starts saying it's broken, THAT'S THE POINT it'll become permanent AI boost _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Hi Graion thanks for the help again, however, this time the extra help has no effect at changing the behavior of the a.I at all. I am still the magnet of all the wrath from every player I put on the map. Any other suggestion it may help? Thanks QUICK_EDIT
Check you have OnlyTargetHouseEnemy=no in every AI team, this is default in RA2 tho unlike TS and Paranoid=no in rules so they won't ally against you. QUICK_EDIT
Hi apollo thanks for the reply, yeah, I have that for all my modified or own created a.i team that is set as no.
So if OnlyTargetHouseEnemy=yes... I have check the A.I knowledge base, not a lot of info which can help me. I have a lot of teams with that line, so if you can explain more that would be good.
So if that line is set as yes, so does all the teams attack the other A.I? or it is just a switch.. and it is =no it is suppose to work as I wish (Not being the subject of attack), or it is the other way? (it has to be =yes that I am not being the subject of attack?) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 23, 2012 2:12 pm Post subject:
I thought Paranoid is a remnant tag with no effect. It's in General, worths a shot. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Oh I have actually change Paraniod=no before I had posted this help. It suddenly ring a bell to me now. No effect, I don't know how they classify the situation as bleak as they are sending teams upon teams of tanks, infantry and battlemechs down into my base. Got my ass royally wacked by all of them. It is suppose to be a melee and free for all, not all for one. QUICK_EDIT
House enemy thing was supposed to be kept NO or AI gang up on you then like happens in TS.
Paranoid might be redundant indeed, better safe than sorry tho.
Not sure what is being missed as AIs do battle each other and myself in my mod and few other mods too and I don't need to assign any teams.
Best test is position AIs away from you like you pick one corner and put AIs more closer each other, as the fact if you are in between them, you may endup fired upon on the path to the other AIs. and you werent necessarily main target but get picked as one on the route. QUICK_EDIT
Hi there, I have another question about the A.I, I had discover all the computer A.I were targeting me every time in a 8 player game even if I had set them into different teams and free for all, is there something in the rulemd.ini I can tweak to get them to randomly target each other? Thanks.
Hmmm, in my mod ai will attack each other in free for all, but I also think it has something to do with threat being generated.
And generally with default ai unmoded, ai is so slow/weak, they cant help but target the person with highest threat as target, which is you as your performing better then ai.
Have you ever noticed after barely surviving a large ai assault, and your base is basically destroyed ai will stop sending waves at you. "well of course till you find an mcv crate and try rebuilding your base, thus generating threat etc.
But yeah position yourself so 1 ai has to go trough another ai's base. This simple act can make and ai switch targets.
That's my 2 cents. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
If i remember correctly you should not touch the aidefensive team values. "can cause bad things to happen."
Instead use:
TotalAITeamCap=;use to increase number of teams ai can have.
To fill teams faster i suggest setting a lower value for team delays.
TeamDelays=; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
This value can improve ai as well.
DissolveUnfilledTeamDelay=; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
I suggest removing Ai buildslowdown as well. And making AI richer always help, as Graion has said.
Of course you can also modify aimd for more stuff too.
There are more detailed ai guides out there already, I suggest you do a search on ppm.
I know from experience screwing with aidefensive team values can hurt the ai. My hard AI worked very well, but the normal & easy AI did not work at all. They built some buildings, few troops, but never attacked _________________ 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
Have you ever noticed after barely surviving a large ai assault, and your base is basically destroyed ai will stop sending waves at you.
That's because the game has few "randomly attack anything" scripts, most are based on if player builds building A attack with team B etc, so if you don't have "building A" anymore they wont attack _________________
Yeah you got a point mig eater, but I still have noticed being slaughtered and watched ai switch targets to other AI. "Might be slightly related to more scripts being open to them to attack others then me tho."
Online this is more prevalent if you have other human players, as if ai sufficiently hurts 1 player enough, even if they have main buildings etc, they will switch their focus on the other because the threat was reduced. Or am I just seeing correlations were they don't really exist?
In the end I'll just state that threat value has something to do with ai targeting but is probably not that super important when weighed in. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
My experience is that the AI will target the highest threat at the start of the game, normally the closes enemy etc. Then continually attack them until they are destroyed or it cant meet the criteria for any of it's scripts. Then it changes target to the highest threat at that time & repeats the process...
I often play 1 Vs 3 games in D-day with 3 AIs on one side of the map & me on the other, the AIs always fight amongst themselves until one is destroyed then the two that are left come after me. _________________
Hey guys, thanks for all the awesome input and ideas throwing, I have done some experimentation and I finally figure out where I had went wrong or should I say where RA2 A.I had its strange quirk.
First of all, I finally gotten what I wanted, A.I attack random targets, I have up to 6 A.I players.
Note tho, Ai also have 4 paradrops accessible right near start of game, Airstrikes later on in the form of Apache assault waves, as well as chrono spawning Waves which spawn giant Mechs which can be described, "as similar to the MK2 or Cyborg commando in TS", oh and all their units and infantry have Auto healing. Ai also use cloning on all factories, and wave sizes in aimd were basically Tripled from original values.
"It's sometimes scary when your fighting 12 rhinos and 8 apocs, while 15 kirovs are about to hit your base and your navalayard is under attack from 15 subs...... Oh and a spy just knocked out your power so your flak guns are down."
Bravo Mig Eater, D-day manged to surpass my mods cash settings. Nice!
"Though originally I had set my Ai to have infinite cash, but my very few testers complained when my ai never slowed down or let up...." _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jan 24, 2012 7:54 am Post subject:
No Purifier for Easy? Huuuh. Wow.
You must be aiming for a script rewrite... because I never seen an AI which could sustain itself by ore alone. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The AI has dummy buildings which give money so they don't even really need ore :3
That's how I had my mod setup before, but removed it because testers didn't like how my ai never let up. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Well, about my "braving the glory" comment, I guess it depends on the kind of units and mixtures you have in the game, I mean you could have wave and wave assaults and survive if you have ultra powerful units at your command, That way you can say "I have been there, chew bubble gum and live to tell the tale" but really, this sort of comparison can go all day, different mods has its own strength and quirks just like the A.I, unfortunately, I no longer have apocs in my unit list, all have been replace by different units like mechs like those from mechwarriors, like Direwolfs, Demolishers 2s, Manei Domini assault cyborgs. Some units like my Charger can shoot 5 med lasers to the Fafnir which can shoot heavy gauss slugs. RA2 units are just too old and boring. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 26, 2012 2:30 pm Post subject:
Huh? I know no infantry hardcodings in RA2. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I think he wants to know which infantry have dummy weapons on them "the [WEEDGUY] hack".
Probably cause of crash. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The game will come to a crashing halt because they are hard coded in some way.
I am currently modifying and deleting the Infantrytypes. I was wondering if there are any which like above, could bring the game to a crashing halt should it is deleted or modify, like weedguy is one as EricAnimeFreak had suggested. Does any one knows the full list? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 26, 2012 10:06 pm Post subject:
What about that when you comment out a unit, you check your rulesmd for all the references it has and kill of those too as well? Weapons, warheads, AI teams...
Linking nonexistent stuff then being surprised that the game blows up... congratulations.
DeathDummy, YDUM, XCOMET, UTNK are dummy units for additional weapons. The other three are the three MCVs. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
If your using Ares, you do not need dummy units like xcomet, weedguy, etc. anymore. You can list all weapons by adding a [WeaponTypes] section to your rulesmd.ini
also, If you have no clue as to what these vehicle types represent, then you shouldnt be altering them in the first place. Do some research on things before removing and/or altering them. _________________
The enemy shall be injected with toxic poison - Venom Last edited by Cranium on Thu Jan 26, 2012 11:46 pm; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 26, 2012 11:15 pm Post subject:
[WeaponTypes] is the correct section name, Cranium. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Hi guys thanks for the input, but I am not using Ares because the engine is still in the coding stage, I am using what is dependable. I have pretty much figure out what is in the rest in the vehicle type already. I have been coding my mod on and off for the past 6 years. I have a very good idea whats is in the rule.
Currently my game is solid and without crashes, I am just wondering if you guys know what is in the INFANTRYTYPE that is dummy units for additional weapons. I just need to know if there were any, like the Weedguy, I just need a list if there were any.
Sure I can test and eliminate as I go but if I can save time and draw on your experiences that will be awesome. QUICK_EDIT
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