Posted: Sun Jun 09, 2013 7:20 am Post subject:
Questions of skirmish AI.
I tried something about AI modding recently. However, I even don't know what to mod.
In my view, The AI system of C&C3 is based on "Personalities", each personality have the following items that we can custom: some general options(usually listed in the beginning of AI personality xmls), AI States, or scripts, defining some regular actions of AI, BudgetStates, setting how AI uses money under different conditions, TargetLists, something I don't know what it exactly is.
I tried to refer to original code EA offered, then found they just seems to be manufactured from a template, and I only got some very very simple information. Afterwards I added a new personality and did some modification. But I found it behaves even worse than original AI. I read the pinned threads about AI editing in the forum(http://forums.revora.net/forum/1477-cc3-editing/) but only to get little valuable information and fall confused. In a word, what's the major work of AI modding? And what should I do to improve AI? just coding laaaarge number of scripts like TS?
BTW, it is convinced that AI of C&C3 is capable of improving its tactics while fighting against players or playing battle replays, is that true? And how does the game store the new states?
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jun 09, 2013 9:25 am Post subject:
Compared to previous C&C games, the AI in C&C3 is pretty much done by the game itself. You can give it some hints on what units to prefer (look at the Juggernaut and Mammoth Tank's codes), but you can't really edit it like you could in the older games. A few exceptions are the buggies/apc/gunwalker hunting your commandos and engineers. QUICK_EDIT
Compared to previous C&C games, the AI in C&C3 is pretty much done by the game itself. You can give it some hints on what units to prefer (look at the Juggernaut and Mammoth Tank's codes), but you can't really edit it like you could in the older games. A few exceptions are the buggies/apc/gunwalker hunting your commandos and engineers.
So the C&C3 AI is less customizable, and generally we could only apply small changes to it? QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jun 09, 2013 1:27 pm Post subject:
secondwtq wrote:
Dutchygamer wrote:
Compared to previous C&C games, the AI in C&C3 is pretty much done by the game itself. You can give it some hints on what units to prefer (look at the Juggernaut and Mammoth Tank's codes), but you can't really edit it like you could in the older games. A few exceptions are the buggies/apc/gunwalker hunting your commandos and engineers.
So the C&C3 AI is less customizable, and generally we could only apply small changes to it?
Pretty much. Make too big or many changes and the game will just go 'frak this shit' on you and crash randomly (as I experienced). Best is giving some small hints on what units to prefer and let it do its own thing QUICK_EDIT
Compared to previous C&C games, the AI in C&C3 is pretty much done by the game itself. You can give it some hints on what units to prefer (look at the Juggernaut and Mammoth Tank's codes), but you can't really edit it like you could in the older games. A few exceptions are the buggies/apc/gunwalker hunting your commandos and engineers.
so, can we make anti-inf units less hate engineers? QUICK_EDIT
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