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Time to end all my AI problems
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Feb 24, 2011 11:53 pm    Post subject:  Time to end all my AI problems Reply with quote  Mark this post and the followings unread

Well I'm sure most of you have heard that I have AI problems.

Problem #1=Bases
They do not build their base correctly most of the time. They only build all Building Prerequisites and a few defenses. A correct base has superweapons, a few other defenses (GDI only builds additional defenses when acting correctly due to the WallTower problem)

So a correct GDI base has:Upgrade Center, Research Facility(advanced tech center), and more defenses.
So a correct Nod base has:Temple of Nod, Missile Silo, Stealth Generator, Tiberium Waste Facility, Nod Core, and more defenses.

I ended up discovering myself that they seem to build a base correctly when they start near water. It occured to me when I saw they all build bases correctly on Narrow River, and ^Rampastein's map Swampflower. Then I tested it on a custom map, placed water next to the starting posistions and the problem was fixed.

How can I make it so they always build correctly?

Guess:There are simply too many custom buildings. Rolling Eyes

Problem #2=Taskforces

They won't send their taskforces. (Most of the time) I raised them, lowered them, all kinds of differences.
Update:They only send the light infantry taskforces. I tried raising buildspeed but that didn't work.
Guess:I just can't get those damn TeamDelays right. Embarassed

Can I get some help with this?



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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Sat Mar 05, 2011 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I came to this thread because I wanted to know more about A.I. myself. But, since you seem to be having trouble I'll tell you what I know. You mentioned "custom buildings", there are triggers that the A.I. use to determine what to attack. The trigger can be a vehicle as well as a building.

085A4C20-G=E_Nod harvester attack 2,09D6EF50-G,<all>,8,0,HARV,

HARV being the trigger.

when it says nod harvester attack it means that nod is attacking.


I want to know more and what little I do know isn't going to help much I know, sorry.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Mar 05, 2011 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

206UE wrote:
You mentioned "custom buildings", there are triggers that the A.I. use to determine what to attack.
No, triggers are used by the AI for deciding what teams to build. The scripts used by those teams are then used to determine what to attack.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Mar 05, 2011 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

The TeamDelays and AIHateDelays are awfully high, even for Tiberian Sun's standards. The defense team counts are kinda high so on higher difficulty levels, before the AI does a damn thing, it will achieve the minimum required defense teams. If there aren't enough TeamTypes with IsBaseDefense=yes set, the AI will never achieve the minimum teams and thus, never attack. I would lower MinimumAIDefensiveTeams to 1,1,1, then see what happens.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Mar 05, 2011 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well actually, I've already pretty much solved the taskforces completely. I lowered the team delays and did my second change to lowering the number of units per taskforce. The highest is actually only 10 units now. (For vehicles) But obviously the highest is light infantry with 20 on AI 2. The game is very balanced and because the team delays are 5000 now(still kind of high I know) for all AI levels, they usually send double. Sometimes they don't attack for a while then they will just bombard me with a total of four different taskforces.

But I still haven't solved the Base problem. They just have to start next to water.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Mar 18, 2011 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Problems solved.
Problem #1=I figured this out myself. You see, there were naval buildings that have AIBuildThis=yes but there was no water within 1 cell adjacent to their base. And I figured out that the naval buildings were the first things they would build after the tech center but there was no water around so they wouldn't build them and in turn, no other tech. (Superweapons for example) And that's why they needed to be near water to work.

Problem #2=Well the TeamDelays still aren't quite fixed up. (Changed again) But they won't send the first taskforce they build, that's all. After that I get murdered by a difficult, but definately fair AI.

Thanks for help mentioned here.

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