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New AI for RA. I call it para AI
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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Fri May 20, 2016 12:41 am    Post subject:  New AI for RA. I call it para AI Reply with quote  Mark this post and the followings unread

This is a new AI I invented. it builds alot more aircraft as well as alot of infantry. It builds an average navy and a limited vehicle force consisting of mainly Artillery type units. to compensate for the possible increase in base size it does not build a service station and tends to build less Non AA base defenses. here it is. It was inspired by the idea that the AI needs a more air forced based AI as well as one that like never gets stuck or clogged up in it's bases. it does these last two perfectly.

Code:
HackyAI@ParaAI:
      Name: Para AI
      MinimumExcessPower: 60
      BuildingCommonNames:
         ConstructionYard: fact
         Refinery: proc
         Power: powr,apwr
         Barracks: barr,tent
         VehiclesFactory: weap
         Production: barr,tent,weap,afld,hpad
         NavalProduction: spen,syrd
         Silo: silo
      UnitsCommonNames:
         Mcv: mcv
      BuildingLimits:
         proc: 4
         powr: 10
         apwr: 4
         barr: 1
         tent: 1
         dome: 1
         weap: 1
         spen: 1
         syrd: 1
         hpad: 9
         afld: 9
         atek: 1
         stek: 1
         fix: 0
      BuildingFractions:
         proc: 14%
         powr: 2%
         apwr: 21%
         tent: 2.5%
         barr: 2.4%
         kenn: 0.4%
         dome: 0.8%
         weap: 4.4%
         hpad: 23.1%
         spen: 1%
         syrd: 1%
         afld: 24.4%
         pbox: 7%
         gun: 6%
         ftur: 9%
         tsla: 3.7%
         fix: 1%
         agun: 4%
         sam: 4.3%
         atek: 1%
         stek: 1%
         mslo: 1%
      UnitsToBuild:
         e1: 600%
         e2: 222%
         e3: 146%
         e4: 101%
         e6: 5%
         medi: 1%
         e7: 16%
         dog: 26%
         shok: 75%
         harv: 8%
         apc: 0.6%
         jeep: 1%
         arty: 14%
         v2rl: 38%
         ftrk: 1%
         1tnk: 1%
         2tnk: 19%
         3tnk: 16%
         4tnk: 12%
         ttnk: 7%
         stnk: 5%
         heli: 82%
         hind: 70%
         mig: 210%
         yak: 31%
         ss: 4%
         msub: 36%
         dd: 10%
         ca: 10%
         pt: 10%
      UnitLimits:
         dog: 7
         harv: 7
         medi: 10
      MaxSquadSize: 50
      MinSquadSize: 20
      SupportPowerDecision@spyplane:
         OrderName: SovietSpyPlane
         MinimumAttractiveness: 1
         Consideration@1:
            Against: Enemy
            Types: Structure
            Attractiveness: 1
            TargetMetric: None
            CheckRadius: 5c0
      SupportPowerDecision@paratroopers:
         OrderName: SovietParatroopers
         MinimumAttractiveness: 5
         Consideration@1:
            Against: Enemy
            Types: Structure
            Attractiveness: 1
            TargetMetric: None
            CheckRadius: 8c0
         Consideration@2:
            Against: Enemy
            Types: Water
            Attractiveness: -5
            TargetMetric: None
            CheckRadius: 8c0
      SupportPowerDecision@parabombs:
         OrderName: UkraineParabombs
         MinimumAttractiveness: 1
         Consideration@1:
            Against: Enemy
            Types: Structure
            Attractiveness: 1
            TargetMetric: None
            CheckRadius: 5c0
      SupportPowerDecision@nukepower:
         OrderName: NukePowerInfoOrder
         MinimumAttractiveness: 3000
         Consideration@1:
            Against: Enemy
            Types: Structure
            Attractiveness: 1
            TargetMetric: Value
            CheckRadius: 5c0
         Consideration@2:
            Against: Ally
            Types: Air, Ground, Water
            Attractiveness: -10
            TargetMetric: Value
            CheckRadius: 7c0



add this into the bottom of the AI.yaml file in ra / rules. Or just download this AI patched Script below



patchedparaAIOPRA.zip
 Description:

Download
 Filename:  patchedparaAIOPRA.zip
 Filesize:  1.49 KB
 Downloaded:  28 Time(s)


Last edited by Radaral on Fri Sep 23, 2016 1:41 pm; edited 9 times in total

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri May 20, 2016 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you forget to attach the script?

In any case, anyone who uses this should be aware that the spaces have to be replaced with tabs.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 20, 2016 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Also needs to fix the indentation level of e6, medi and e7.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Sun May 22, 2016 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I now have the AI script up this site ate the original upload so I placed it inside a zip so it would go through. I keep trying to fix that indentation but I cannot seem to get it to fix.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun May 22, 2016 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The default yamls use tabs struictly. Notepad++ and co. tends to render tabs as 4 spaces width instead of the oldschool 8 which might be the source of the issue.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Thu Jun 16, 2016 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fixed the tab issues and have also sense made a few upgrades. try it out for yourself peeps.

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spiffyPotato
Civilian


Joined: 01 Jul 2016
Location: Seattle, WA

PostPosted: Sun Jul 03, 2016 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is all a skirmish AI is? Whoa. Somehow I was expecting a lot more. Looks like a pretty linear build order. Does OpenRA AI have an ability to react to what a given player builds?

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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Sun Jul 03, 2016 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is all a HackyAI instance is.  OpenRA supports other completely separate AI types, but so far only HackyAI has been shipped.

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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Thu Oct 06, 2016 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just an update it seems to crash when inserted into the more modern Openra Versions. I will need to work with this coding again.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Oct 07, 2016 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread


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