Posted: Tue Sep 05, 2006 5:16 am Post subject:
An idea on AI improvement
The idea is simple:
Add dummy buildings to stategic positions on a map, so that the AI can "identify" them.
For example, add something like
[AIRES]
Name=AI resource point
Image=none
Invisible=yes
Selectable=no
...
to major expansion sites, and add a team of base building units in ai.ini with script like
[BaseExpansion]
0=46,XXXXXX (the identifier of AIRES)
1=49,0
2=9,0
which tells the team to move towards the building (the location of the secondary base we want) and then deploy.
A major issue about these "AI embedded maps" is compatibility. All dummy buildings must appear in rules.ini or there would be IE. For this issue, the best solution is to have all mappers and modders to come up with ONE set dummy buildings.
Here are some dummy building I can think of:
[AIRES]
AI resources point for base expansion.
[AIDEF]
AI defend point. The AI would send guarding force and MSA's
[AISNIP]
Identifies enemy tiberium fields for harvestor hunting. Should be assigned to the corresponding enemy player.
[AISEIGE]
Placed near the enemy base. Long range weapons would attack from that point.
you already have commands for harvester hunting, also your system would only work if the ai actually started where you wanted it to start, same with it's target _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
It's too buggy for me, TS wasn't built for this and trying to make up solutions like these is just a waste of time and resources.
The units might start doing weird things if they end up near such a building in an empty base, or maybe even the enemy base.
'Whoo I got EMP'ed so now my script is gone! Let's set up in the middle of the enemy base for base defence! Good idea Josh, I'll bring wood for the camp-fire, Eric, you bring Marshmellows! This is gonna be great, I know some ghost-stories...'
You catch my drift? These scripts apply to all recruitable units.
It'd also need a load of new taskforces, triggers etc. which lowers the effectiveness of the AI because there's so much to choose from. This doesn't work. It also makes the AI.ini huge. It is possible to use for singleplayer campaign maps, but why not use waypoints and celltags for that? A lot of coding and implementation hassle for something that doesn't really work.
So nope, sonny, you're not my sonny, and it doesn't work.
sorry for bumping this but I can't help but think,
won't what that binary guy just described really work?
what's the difference between his suggestions and AI waypoints tasks?
Titan Mk2, are you sure that the AI will mess up with varied task forces and tactics? I mean, C&C TS' AI isn't exactly on the sharper side isn't it and I want to try out stuff that will make battling the AI worthwhile.. QUICK_EDIT
Look, this does not work. Read my post again. However, this time, initiate your brain (Use a baseball bat to smack your skull, that might do the trick) and use it to think what would happen if a unit would end up near such a building in the enemy base, without a current mission (recruitable state, when another task has been completed (success)).
I am completely right, unless you can prove me wrong. Do not post about this subject again, because you'll only be busy adding stuff to your ini's, screwing up everything. QUICK_EDIT
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