Joined: 20 Jan 2020 Location: Hiroshima Kure Japan
Posted: Mon Dec 07, 2020 4:25 pm Post subject:
Does Anyone Know How To Auto Create AI For RA2:YR
Subject description: Help me create ai ini automaticaly by reading rules.ini to put to ai.ini
no other methods i'm sick of manually editing ai.ini anyone hase a tool to
automaticaly create ai.ini please help QUICK_EDIT
i learned AI by using the finalalert2/finalsun interfaces for AI trigger editing. its a good tool to make AI with, but a lot of the things in the interface are ambiguous and/or dont work at all _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Also if you use the trigger "Create Team" in FA2 you can essentially make the AI do whatever you want. Ever since I learned that I took advantage of that dozens of times. _________________ "I'm grade-A, 100%, prime-cut final boss! I'm going to take over the world any day now!"
-Bowser, Super Paper Mario
action 4 is like firing an AI trigger but manually.
thats pretty cool e1elite. though, its the "teamtypes" window that causes the real suffering, since a
lot of the options on there are either completely obsolete, no one knows what they do, or they do something
thats completely unrelated to their name. most of the time, people cant figure out AI triggers because of the relationship
between 'ai trigger base defense', 'team base defense', and the 'minimumbasedefensenumbers' logic in rules. but ive kind of gotten off topic. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
ModEnc usually gets updated with new info on teamtype flags.
There is also a help file that comes with AIEditor, which was put together when ModEnc site was having trouble. It contains description for most of the teamtype flags, not sure if all of those are correct as I had to fill up the remaining based on either ModEnc or DCoder's finding or other sources.
Just to reiterate what E1 was saying, you need to make your own AI according to what you feel it should do.
The AI is AS IMPORTANT a differentiator among mods as the units themselves. It is both a personal design choice and you could even say artisanal.
On a more generic note, the AI should reflect the play styles of the factions, not just the same attacks with the RequiredHouses units, but the strength and style of attacks too.
You also need to make some planning decisions as to how hard you want each enemy player to be, because it's easy to program it to kill you in the first 2min, it is far more difficult to make it a constant challenge, and even harder to balance out their attacks when playing against multipe AI enemies. In my mod I aimed for 3 AI players to be a fun challenge, but 4 AI to be difficult, so playing against 1 is pretty easy, and more suited to learning/experimenting. In this way I gave players the ability to scale up their difficulty from something manageable.
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