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[AI] Production Rules...
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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 04, 2012 3:39 pm    Post subject:  [AI] Production Rules...
Subject description: Where and how can i say that th AI has to build and deploy units?
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im currently editing the AI-logic, so that the AI builds like an online-skirmisch. For example:

10 Cyborgs
4 Rocketeers / Discthrower...
10 thicktanks

but how can i say: build an MSA and deploy it in your base?

my matches are ending everytimes after 10 Minutes with 10 bases (GDI + NOD).. at the moment it is very lonlyness ... so i want that the KI knows, that im coming with subterain-unit and the Ai has to attacking it =/ but how can i do this =/

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Aug 04, 2012 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know how to help you will advanced AI logic but the Mobile sensor array wont be deployed by the AI. What I did was make the Mobile sensor array buildable as a structure already deployed and no longer as a unit. It will function the exact same but the AI will actually build it. Just make sure to have AIbuildthis=true

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 04, 2012 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[GADPSA]
Name=Deployed Sensor Array
TechLevel=-1
Strength=600
Points=50
Cost=950
Sight=8
Power=0
Armor=heavy
SensorArray=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
MaxDebris=2
UndeploysInto=LPST
BaseNormal=no
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
HasRadialIndicator=true
RadialColor=40,200,10
CloakRadiusInCells=30
TogglePower=no
AIBuildThis=yes


i have setted, but the Ai diesnt build it =(

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Aug 04, 2012 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Owner=GDI,Nod is lacking.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sun Aug 05, 2012 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had added owner= Nod,GDI,AAA to it , the AI doesnt build it anywas... is the Techlevel=-1 the problem? =/

Anywher i have heared it should help to set it to Techlevel=11 so the AI can build it, but the player can only deploy it =/

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Aug 06, 2012 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

no spaces

owner=bla,bla

not

owner= bla,bla

and although techlevel -1 shouldn't be problem for AI
give it 1 just in case

you should also give it a Prerequisite building requirement

like Prerequisite=GACNST

which is construction yard

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Aug 06, 2012 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

The missing prerequisite key (in addition to Owner=GDI,Nod,AAA) is indeed most definitely the reason why the AI isn't building the deployed MSA.

Since it was implied that there's a third faction that's supposed to use this, Prerequisite=GACNST won't work however.
Instead, provided you've set up the prerequisite categories properly, you're best off using something like Prerequisite=FACTORY,RADAR.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Aug 06, 2012 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
no spaces

owner=bla,bla

not

owner= bla,bla

and although techlevel -1 shouldn't be problem for AI
give it 1 just in case

you should also give it a Prerequisite building requirement

like Prerequisite=GACNST

which is construction yard


Owner = NOD,GDI
Owner=NOD,GDI

Does not matter, you can use tabs if you like. I code all my INI's with tabs between the equals symbol.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Mon Aug 06, 2012 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

this config does the trick... in a match against the AI at tech-level 4, i had found the Deployed sensor array near the baraks =)

Code:

[GADPSA]
Name=Deployed Sensor Array
TechLevel=-1
Prerequisite=FACTORY,RADAR ; <------- needed
Strength=600
Points=50
Cost=950
Sight=8
Power=0
Armor=heavy
SensorArray=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
MaxDebris=2
UndeploysInto=LPST
BaseNormal=no
Owner=GDI,Nod,AAA ; <---- needed
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
HasRadialIndicator=true
RadialColor=40,200,10
CloakRadiusInCells=30
TogglePower=no
AIBuildThis=yes ; <---- needed
Buildlimit=3 ; to going safe, that the AI builds only Three of this =)

thanks at all =)

that indicated harder matches longer than 10 Minutes XD

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Aug 06, 2012 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adding a build limit is pointless, considering the AI entirely ignores it. That aside, the AI won't ever build more than 1 deployed MSA unless it has more than 1 Construction Yard anyhow (and this is the case for all of the structures the AI builds, aside from a few exceptions such as power plants and base defenses).

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Mon Aug 06, 2012 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, but the result what i want is good (soo far) =) and the Ai detects cloaked and Subterain-Units =) so the AI can handle this Case before an lose of there Construction Yard / MCV =)

it seems the AI launch all functions of weapons, in the case when i say, build an EMP-Cannon he will launch it? =/

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Aug 06, 2012 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

MrTweek wrote:
it seems the AI launch all functions of weapons, in the case when i say, build an EMP-Cannon he will launch it? =/

No, the AI won't use the EMP Cannon. It only uses the Multi-Missile, Ion Cannon, Chemical Missile, Drop Pods (always targeted on its own base) and the Hunterseeker.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 07, 2012 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

You could make an AI only EMP Cannon that works as a defensive building instead of a SW etc.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Aug 07, 2012 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that could indeed work quite well if you set the ROF right, although it's unfortunately not possible to make the AI fire it at detected subterranean units.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Tue Aug 07, 2012 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Yeah, that could indeed work quite well if you set the ROF right, although it's unfortunately not possible to make the AI fire it at detected subterranean units.


You can stop subteranunits by firing an EMP-Schock (when yhey are under the Ground? =O

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Aug 07, 2012 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

MrTweek wrote:
You can stop subteranunits by firing an EMP-Schock (when yhey are under the Ground? =O

Yeah, it forces them to stop their underground traveling and get up.

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