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Undeploy units by AI
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hlidskialf
Vehicle Driver


Joined: 06 Jan 2014
Location: Germany

PostPosted: Mon Jan 06, 2014 8:35 pm    Post subject:  Undeploy units by AI Reply with quote  Mark this post and the followings unread

Hi there,

is it possible to tell the AI via script to reuse deployed units, for example tick tanks? It's really annyoing that AI players produce new tick tanks / artilleries instead of using existing ones and simply undeploy them.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 06, 2014 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Once deployed they won't move again unless forced to. In example, in case of Artilleries, when an enemy firing on them is within it's minimum range, they will undeploy and move to get to a better firing position. As for Tick Tanks the opposite: when being fired upon from out of their range they will undeploy to get closer.
This gave some nice problems with the AI in TI with the deployed AA mode of the Railgun Tank: standard AI logic is to deploy to use the better weapon, not knowing it then only has an AA weapon, making it useless. Our solution was to make an AI-only copy that didn't had the secondary deploy weapon, just the primary anti-ground weapon. Of course, in case of artilleries this isn't useful, but for Tick Tanks it can be handy to have an AI-only copy which doesn't deploy Wink

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hlidskialf
Vehicle Driver


Joined: 06 Jan 2014
Location: Germany

PostPosted: Mon Jan 06, 2014 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your reply!

Nice idea, but that's no workaround for me! Wink

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hlidskialf
Vehicle Driver


Joined: 06 Jan 2014
Location: Germany

PostPosted: Fri Jan 10, 2014 10:54 am    Post subject: AI and aircraft units Reply with quote  Mark this post and the followings unread

I have another question about the AI.

The following TaskForce should be build by AI, if the enemy has a certain amount of harvesters. The problem is, that the AI attacks either very rarely (but only 1 or 2 times and then stops) or never. If I edit the TaskForce and give it only 1 light infantry, it works without any problems (AI build the TaskForce constantly and replace it instantly if it get destroyed). I will post my AI.INI settings.



    [TaskForces]
    000=09020001-G                            ;it's the only TaskForce for testing

    [09020001-G]
    Name=1 orca fighter
    0=1,ORCA
    Group=-1



    [TeamTypes]
    000=09010001-G

    [09010001-G]
    Name=GDI harvester attack
    VeteranLevel=1
    Loadable=no
    Full=no
    Annoyance=yes
    GuardSlower=no
    House=GDI
    Recruiter=yes
    Autocreate=no
    Prebuild=yes
    Reinforce=no
    Droppod=no
    Whiner=no
    LooseRecruit=yes
    Aggressive=no
    Suicide=yes
    Priority=4
    Max=2
    TechLevel=0
    Group=-1
    OnTransOnly=no
    AvoidThreats=yes
    IonImmune=no
    TransportsReturnOnUnload=no
    AreTeamMembersRecruitable=yes
    IsBaseDefense=no
    OnlyTargetHouseEnemy=yes
    Script=07F7B2A0-G                      ;this is the vanille TS harv attack script
    TaskForce=09020001-G



    [AITriggerTypes]
    09000001-G=GDI harv. attack,09010001-G,<all>,5,0,HARV,0200000004000000000000000000000000000000000000000000000000000000,4000.000000,2000.000000,8000.000000,1,0,1,0,09010001-G,1,1,1




My RULES.INI settings are:



    TeamDelays=1,1,1 ;2250,2700,3600              ; interval between checking for and creating teams, by difficulty level
    AIHateDelays=2250,2700,3600 ;5400,4500,4050             ; delay in frames before the computer chooses an enemy, by difficulty level

    FillEarliestTeamProbability=100,100,100 ;100,80,60 ; (by difficulty level, from hardest to easiest)
    MinimumAIDefensiveTeams=0,0,0 ; (by difficulty level, from hardest to easiest)
    MaximumAIDefensiveTeams=0,0,0 ; "                                            "
    TotalAITeamCap=100,100,100 ;16,14,12   ; (by difficulty level, from hardest to easiest)
    UseMinDefenseRule=no ;yes


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