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AI questions
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri May 15, 2015 4:28 am    Post subject:  AI questions Reply with quote  Mark this post and the followings unread

So currently I'm working on AI on aimd.ini section. I have all taskforces, scripts and thing running fine, however one thing that bothers me is the AI responsiveness. After the AI builds some units, they stop and send their teams to attack. Once their teams dies, they resume building up more units. (Just like Vanilla)

I want to change it so that AI will not stop building units and continue to expand their forces. You know, streamroll-style. The question is how can I make AI contiune to build more teams of same kind and various kinds after building a team, also with little to none break between picking new teams to build.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 15, 2015 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

More triggers, more variety of triggers, smaller teams...

But the main under-utilized part is the backup teams in the trigger, like you can launch a tank strike at the harvesters with a small team, while you send a larger team to destroy base defenses. Eventually a repeating 0,3 attack will decide to hit the refinery itself even though it's farther, in effect supporting the defense attack.

Anyway the key is to be creative with triggers.

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri May 15, 2015 5:32 am    Post subject: AI enhanced Reply with quote  Mark this post and the followings unread

Frist, create pool team is best selection if you want AI will not stop building units. Second, if you want AI expand their forces or building, petty sure you should build AI can building MCV and go to deploy need enemy base.



aimd.ini
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 Filename:  aimd.ini
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 15, 2015 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The way I setup my AI is that it gets progressively harder as your base develops, so you get a little breathing room at the beginning, which makes it more enjoyable versus 3-4 AI, but still hard...

The early attacks are usually the ones with the least prerequisites and highest probability of success, like a sneaky engineer, or rocketeers. Later come the annoying infantry, followed by the tank battalions.

I'm sure you know the AI has a lot of trouble following it's own prerequisites for building units, but you can link the trigger to when it builds the structure directly to enforce it. So you can trigger a high-tier tank assault with it's own GATECH instead of yours.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri May 15, 2015 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Resources can be increased like MultiplayerAICM/PurifierBonus/value of ore. Cost of taskforce could
also be reduced. Can reduce TeamDelays.

Creation of same team or variation is affected by the weightage and success/failures of triggers though
several triggers using the same taskforce also make it look like the same taskforce is produced more.

Max= in AI ini limits the number of same team. (Max=-1 is unlimited!).

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri May 15, 2015 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just made some big changes to the aimd.ini.

Now the problem is that I tell AI to build a very simple team, 3 E1 and 2 GGI. The AI does nothing. What is causing AI not to build a very simple team?

I have attached the aimd.ini file below.



aimd.ini
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri May 15, 2015 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Game might be reading further entries with commenting like ;[USTRPMIXN2].

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 15, 2015 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your triggers are based on player cash being 0...

So unless the player (you) run out of cash during the game, nothing will happen.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri May 15, 2015 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow, lmao. Where do I find the player cash in the AI Triggers so I can change it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 16, 2015 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it sounds like you're still testing so you should use building triggers like this:

FRA_N14=Naval shore pounder,FRA_TT14,French,8,1,GAYARD,0100000003.......

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat May 16, 2015 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

The cash check is retained from vanilla, which is to check for a minimum of 0 cash, 1/3rd of vanilla YR
triggers use it. That is valid.

One problem is the commenting of team types and its list which is not needed at all. Where would the
game consider the current team type entries end?

Testing with a higher weightage like 5000.000000 on the needed trigger is better than commenting.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 16, 2015 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 if you only have 100 total trigger weights, it should treat that as 100%, the 5000 is not some absolute limit, merely large enough to ensure it happens quickly.

I can tell you that with the amount of triggers I have, 1500 isn't even that highly probable. I try to keep base triggers low like 30-50, and the house specialties somewhere above that, which helps with diversity.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 16, 2015 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread


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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat May 16, 2015 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got the AI working now. Smile

Thank you for the help.

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