Posted: Tue Feb 06, 2018 7:03 am Post subject:
AI mysteries
There are so much mystery left unanswered. Sometimes with conflicting and unintuitive namings. For example, teamtypes.
aggressive: seems to turn off any retaliation from AI. I recommand turning this off unless you are pulling a suicide attack. For some reason developer turn this on for most of the taskforces. They just plain fail when player intercept them.
suicide: same as above, but also ignore opportunity fire? I don't see how this can be helpful at all.
Annoyance: also affect retaliation it seems. It appears the unit return to base after each kill, and come back.
Avoidthreat: don't seem to actually avoid threat, it just dont retaliate or use opportunity fire.
Autocreate: seems to have no difference in skirmish. Supposed it starts auto production, but with it off things are still made. Only trigger made a difference.
----Others
ThreatAvoidanceCoefficient: used on miner how it works is a mystery. It doesn't stop miner from going to enemy base to get ores though.
GI and guardian GI AI auto deploy when in guard mode. yet autodeploy is not defined anywhere despite frequent mention.
CellInset: tell desolator to auto deploy if enter range of deploy minus this value. Yet I never see AI deso deploy.
GuardRange: Sometimes giving it higher than weapon range make AI tank just look at enemy without approaching. Works 100% on player units though.
---some ai scripts as inherant repeat loop in it.
example: garrison structure, garrison battle bunker. If any of those is given, the unit stuck there. if there are battle bunker and it is full, it just wait there. If there is none, it skips the part of script. QUICK_EDIT
Aggressive - They stick to their mission but retaliate when attacked.
Suicide - They stick to their mission and won't even retaliate when attacked.
When both Aggressive and Suicide are set to yes, Suicide takes precedence.
AvoidThreat - Game calculates the threat values from its current position to
its destination and chooses the path with least threat.
ThreatAvoidanceCoefficient - Same logic as AvoidThreat when set to 1.0 or
near it. It is a rules flag applied on units which is permanent.
Aggressive - They stick to their mission but retaliate when attacked.
Suicide - They stick to their mission and won't even retaliate when attacked.
When both Aggressive and Suicide are set to yes, Suicide takes precedence.
AvoidThreat - Game calculates the threat values from its current position to
its destination and chooses the path with least threat.
ThreatAvoidanceCoefficient - Same logic as AvoidThreat when set to 1.0 or
near it. It is a rules flag applied on units which is permanent.
Search here at PPM and also at ModEnc.
I did. Units clearly walk near prism tower when there are ways around it. Nowhere does it mention turn off opportunity fire when no other valid target. QUICK_EDIT
AvoidThreats work on choosing the least threat path. When it comes
to near enemy base, there could be more threats from units and other
buildings. When units come into sight/range, situation could change.
Also the threat calculation is done on regular intervals, not on every
cell travelled by the unit. Between the threat computations, scenario
could change and the unit could travel a few cells based on previous
evaluation.
It doesn't mean that it couldn't pass near a building with threat. Also
AvoidThreat is for path selection, it has nothing to do with its behaviour
regarding engagement.
With Aggressive/Suicide, units are not supposed to go hunting but to
straight go for its target. When attacked they can respond or not based
on these flag's setting. When there is no valid target, its script will tell
what to do next. QUICK_EDIT
Aggressive will not fire back, it will focus take down on script targets like against structure. So if you intercept them on the path they will keep going not shoot you.
I am pretty sure avoid threat turn off retaliation too from my testing. QUICK_EDIT
Just try my ways:
1. Give a task of Rhino defense team empty script
2. Set ToProtect on Rhino tanks in RuleMD.ini
3. Watch as a team of Rhino tanks attack enemy and get counter fired on.
4. The base defense Rhino will chase all the way to enemy base to defend the Rhino attack team.
5. 4 does not happen when assigned 11,11. They only guard the area they are close to. Not the same.
6. In addition to ToProtect, those empty script unit will attack enemy shooting base structure. 11,11 will not care if it is out of the range.
7. Guard area command 5,n will not work either.
Idea & suggestion topic was getting jumbled, so replying here.
Success rate of ToProtect is not 100% in any of the cases. But it works
with all base defense teams with 11,11 or 11,5 or free units with empty
script or with 5,2. So, you cannot say one works and other not.
What happens on the enemy base depends on how close the units are
to the enemy. When not in range and the ToProtect unit is not fired
upon they settle near the ToProtect unit.
Empty script has a disadvantage - it gets crowded near the factory.
As for ModEnc entry for TeamType, it would be better if first the
individual flag definitions are done. I wanted to do that but I haven't
tested all of those yet. QUICK_EDIT
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