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AI taks force script repitition
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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 21, 2013 11:26 am    Post subject:  AI taks force script repitition Reply with quote  Mark this post and the followings unread

Hello.

I know, that AI owned naval units dont work well, but i have seen a mod, in wich the AI attacks all enemy naval yards.After the AI destroys them, he will kill any new naval yards as well.

I have been trying to acheive this by myself , but i couldnt.

Script 6,n didnt work.
Nor did script 49.

Anyone knows how to do this?

Thanks.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 21, 2013 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

If the AI can't find any more Naval Yards, and it has further actions after the 49 (repeat previous task), then they won't attack any new Naval Yards. Best bet would be to either make 49 the last action, or the action to attack Naval Yards. I'm not 100% sure, as I've never seen the AI run out of structures of the type given in the script (base defences, factories, etc).

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Dec 21, 2013 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems to work for me fine. AI naval units don't seem to like targeting land stuff but they always attack other naval units. If Naval Yards or naval units are destroyed then they just sit around until another one is built and attack it immediately.

For most of my navy I just use this... might not be the best but they always attack things.

[Global_Script010-G]
Name=Attack Anything
0=11,15

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 21, 2013 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Seems to work for me fine. AI naval units don't seem to like targeting land stuff but they always attack other naval units. If Naval Yards or naval units are destroyed then they just sit around until another one is built and attack it immediately.

For most of my navy I just use this... might not be the best but they always attack things.

[Global_Script010-G]
Name=Attack Anything
0=11,15

Indeed, it's best to let all scripts end with 'just attack everything' as a fail-safe.

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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 21, 2013 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, i used bolt's script, and it works flawlessly. However one thing seems to be weird.When the AI attacks with spawners(dread,carrier), he seems to stick to the shore where the enemy has a load of deffences.Also he seems to break past a naval yard so he can attack a farther one.

What if i added the gather script?

Will it make it any better?

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 21, 2013 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Naval AI = bonkers. Don't expect much intelligence out of them unfortunately.

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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 21, 2013 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm ok, thank you guys for your help anyways, this script will be very useful.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Dec 21, 2013 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well try other scripts. Attack buildings might work better for Carriers/Dreadnoughts.

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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 21, 2013 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig said that he got the naval AI to attack base buildings using script 46.

I could try that. If it doesn't work, il stick to 11,15. It works great.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Dec 21, 2013 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sure 46 should work too, just means you need to make different scripts to attack different structures. But I suppose a good AI coder does that anyway. #Tongue

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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 21, 2013 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, i have been spending my time , learning AI coding and everything about it.

The original AI is terrible :/

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FurryQueen
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Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Sat Dec 21, 2013 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

The original AI is just underutilized rather than outright terrible.

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tekka warrior
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Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Dec 22, 2013 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, ok sure, but it still needs alot of improvement, also, reorganizing their scripts, and such ...

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Dec 22, 2013 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
The original AI is just underutilized rather than outright terrible.

Compared to the TS AI it certainly is. Although the TS AI isn't that great either, it has more variance #Tongue

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FurryQueen
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Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Sun Dec 22, 2013 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's why you and I exist, Dutchy. We rewrite the AI to suck less. xD

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