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All vanilla RA2 AI mods?
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Apr 03, 2024 5:17 am    Post subject:  All vanilla RA2 AI mods?
Subject description: Image of RA6 bonus
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Well, I used an advanced AI mod, but it makes my mod crash (even though I just use default unit tags for it mostly)

Tried to find the issue but hard since there is no crash log, the game just exits to desktop (only happens against lategame Soviet AI)

So, I was wondering, can we make a database of AI mods?

I have no great problem editing AI BTW, its just that its hard to fix a bug where you don't know what it is. And regular vanilla AI is atrocious...

This might be good as a resource repository for other modders as well, since, well, most mods just reuse vanilla AI as a base (if they even change it at all), thus end up having bad AI too.



RA6_concept.png
 Description:
In case you are wondering why this image is here, it is to not die ignored :) [also, its relevant since the base is made by AI, and this thread is about AI too (?)]
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RA6_concept.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Apr 03, 2024 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

You know my scripts are there to help you catch bugs...

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 06, 2024 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Vanilla AI mods are designed to work with the vanilla game. Combining them with your own mod is not recommended as there are lot of things you could have changed that would break the AI mod.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Apr 07, 2024 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Vanilla AI is also just designed to work with the vanilla game. Yet most mods use it as base to add modifications, resulting in similar issues.

Anyways, not a single AI mod mentioned yet...

(I already used bugfixers, it didn't find any anomaly)

PS: Upload the AI for reference, as you can see, I did try versioning it



aimdRetry.ini
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Download
 Filename:  aimdRetry.ini
 Filesize:  241.33 KB
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aimdMergedFactions.ini
 Description:

Download
 Filename:  aimdMergedFactions.ini
 Filesize:  135.29 KB
 Downloaded:  2 Time(s)


aimd.ini
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 Filename:  aimd.ini
 Filesize:  238.26 KB
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wow4ik81
Soldier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sun Apr 07, 2024 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Duplicate tag/index [AITriggerTypes] => 08B9213C-G in aimdRetry.ini!
Duplicate tag/index [AITriggerTypes] => 08B9213E-G in aimdRetry.ini!
Duplicate tag/index [AITriggerTypes] => 0CAD2C3C-G in aimdRetry.ini!

To help you better, you should upload the appropriate rulesmd.ini and artmd.ini

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 07, 2024 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nimo use AICHECK already, stop guessing.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Mon Apr 08, 2024 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont know if there are many ini mods that exclusively mod the ai but dont also mod rules.ini; mostly people make the mod and then the AI. All the AI modding ive done for
the vanilla game has been via the map editor

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Apr 11, 2024 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I made several AI mods eons ago, dunno what happened to them but I did release them to the public. They all, however, indeed modded the Rules.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu Apr 11, 2024 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I feel like such mods would be pretty useful for new modders. Given the lack of useful answers in this thread, please consider posting here if you do end up finding such an AI Mod.

I found a mod with a focus on AI (https://www.moddb.com/mods/acbc10-superior-smartai/downloads), however it features hidden AI-only versions of vanilla units, and its aimd.ini makes references to these units. A Replace All marathon might work to get what you want, but then it might not. Give it a go.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Apr 18, 2024 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, that answer actually is helpful, and helps compile the purpose of the thread even if if does not end up being what I need for my specific mod

***

Another way would be, since I have the crash only with late-game Soviet AIs, to delete all attack patterns for high tech soviet units (removing teams and conditions to attack with them). If anyone has an achievable way to do that without introducing more bugs, I'm all ears.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Sat Apr 27, 2024 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know we have AI editors that have a more comprehensive interface than the raw ini files in the community like this one
https://ppmforums.com/topic-38259/ai-editor-for-ra2-and-ts/
as mentioned earlier i just make AI in the map editor because i think that really is the most efficient way to make and rapidly
test AI but the AI editor can work okay if you know what you are doing

if you dont know what you are doing, then read up on it here
https://ppmforums.com/topic-47332/the-complete-and-definitive-mapping-index/
it has comprehensive information about scripts, taskforces, teams, and AI triggers

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 30, 2024 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do know. The thing is, I have had some problems since my mod is suppossed to be campaign-compatible

I have noticed some AI scripts that come with the game, instead of being put in maps, are prepared in the main file.

So I was hoping if anyone knows about specific taskforces and triggers you should not delete, for example.

But, Im guessing nobody has specific knowledge about this and Im flying blind here

***

Anyways, he thread remains open for further AI mods for regular RA2/YR

So far the one I used before hasn't been brought up...

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed May 01, 2024 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

the AI.ini is like any other ini file and while few people, especially these days, make exclusively rules.ini mods, even fewer if will have ever made exclusively
AI.ini mods and the few that may exist probably not have been very well conceived as seen in the case of your own mod crashing.

the triggers written into the AI file are known as the 'global AI' where as ones that are written in the map files themselves are local AI. all of the campaign maps
should (dont necessarily do, but should because AI is handled fundamentally differently in campaign) have the global AI disabled via map settings and instead use
their local AI settings so anything changed in the global AI aka AI.ini shouldn't have any influence on what happens in the campaign anyways.

all of the taskforces, teams, scripts, and AI triggers are suffixed with -G for global, so an easy way to check would just to be to go through each of the map files
and search for -G. i reckon there wont be any except in the case of the trigger enable section, but even if the trigger is set to enabled it wont matter because the
global AI is (should be) off and they will never be called in the game even if they are enabled.

in other words just creating a new AI should be fine but if in doubt check that all the maps have the ignoreglobalaitriggers set to yes. on the off chance that some
arent, then your options are to turn global AI off, or to leave all of the AI triggers intact and change the last 3 digits of the [AITriggerTypes] string to 0 to disable it
completely in skirmish

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed May 01, 2024 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

That's kind of true, but a lot of behaviours are actually referencing the global ai.ini in later missions especially. Also there are exclusive ones like the harvester scripts that I believe are hardcoded to look for certain IDs...

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