Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Mar 29, 2024 4:42 am
All times are UTC + 0
AI Pool Team Spam
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Feb 10, 2017 3:32 am    Post subject:  AI Pool Team Spam Reply with quote  Mark this post and the followings unread

I've converted the TS Artillery into RA2 for testing purposes, and gave the AI both a pool team and attacking team, copied directly from TS's ai.ini just to ensure it would work properly.

It seems that any pool team will be spammed if the pool/defensive unit in question is a deployer. Hence why the AI would always have a base full of Artilleries or Juggernauts. I think it has something to do with deploying units, since standard units have never had this issue in defensive teams.

_________________
Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Feb 10, 2017 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Pool teams are spam teams, always made. If you only copied those pool teams into RA2 where pool teams normally in ai(md).ini are not used at all, you will have spam of those units if they are only pool teams there.

Doubt its anything to do with deploying.

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Feb 11, 2017 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Check for these conditions:
- somehow when deployed, the unit doesn't count. Check rules for deploy
flags or side change etc.
- MinimumAIDefensiveTeams entry in rules and count of IsBaseDefense=yes
teamtypes in AI ini calculation may not be right.
- Max= count has big value or -1 on the teamtype.
- MaximumAIDefensiveTeams has large value
- you started with a new AI ini file or number of attack teams is too low
- AI is not choosing enemy for some reason like large value in AIHateDelays.
- The team is getting recruited to another team, so the Max count remains
unfulfilled.

Back to top
View user's profile Send private message
PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Feb 11, 2017 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Doubt its anything to do with deploying.


Even if not, the RA2 AI is still very quirky with deploying vehicles, and does not use any by default. Of course, I know mods, say C&C Reloaded for example, have deploying units such as the Nod artillery working just fine for the AI. I've yet to get my Soviet AI to send a siege chopper outside of the enemy base and deploy it (or deploy it at all), but the Siege Chopper has an awkward deploying process to begin with.

E1Elite wrote:
- somehow when deployed, the unit doesn't count. Check rules for deploy
flags or side change etc.
- MinimumAIDefensiveTeams entry in rules and count of IsBaseDefense=yes
teamtypes in AI ini calculation may not be right.
- Max= count has big value or -1 on the teamtype.
- MaximumAIDefensiveTeams has large value
- you started with a new AI ini file or number of attack teams is too low
- AI is not choosing enemy for some reason like large value in AIHateDelays.
- The team is getting recruited to another team, so the Max count remains
unfulfilled.


All conditions checked and fine, with the only exception being the number of attack teams being too low. There are currently only six (while existing factions have around 40 different teams), which are relatively small with cheap units. I use low TeamDelays in my mod, which work excellently for the existing three factions, but at the moment, my AI does not have enough attack teams to keep up (since they are still in development, and only have eight different units at the moment), and will be able to create and have all six of their attack teams out at once, leaving them with nothing left to build but the artillery pool.

This is a possible cause. Adding more units/teams would help, but for now I'll test them with higher team delays to see if that helps at all.

_________________
Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Feb 12, 2017 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
ApolloTD wrote:
Doubt its anything to do with deploying.


Even if not, the RA2 AI is still very quirky with deploying vehicles, and does not use any by default. Of course, I know mods, say C&C Reloaded for example, have deploying units such as the Nod artillery working just fine for the AI. I've yet to get my Soviet AI to send a siege chopper outside of the enemy base and deploy it (or deploy it at all), but the Siege Chopper has an awkward deploying process to begin with.



This is a possible cause. Adding more units/teams would help, but for now I'll test them with higher team delays to see if that helps at all.


The problem with siege chopper deploy does not relate to ground vehicle deploy. Aerial vehicles never get told they arrived at destination or so called range check fails(?) and thus deploy order can not be carried out and this is presently unfixable unless perhaps try low flying (low enough to consider ground range checking) siege chopper for ai maybe to bypass this.

Easiest solution for artillery vehicles is not to use pool team condition so it limits their creation  to a condition or you set lower max= on the artllery teams that might help but in long run more aitriggers are needed to spread out the unit spam diversity.

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Feb 12, 2017 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:

This is a possible cause. Adding more units/teams would help, but for now I'll test them with higher team delays to see if that helps at all.

Could increase the Max of existing attack teams for testing.

Back to top
View user's profile Send private message
PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Feb 12, 2017 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Easiest solution for artillery vehicles is not to use pool team condition so it limits their creation  to a condition or you set lower max= on the artllery teams that might help but in long run more aitriggers are needed to spread out the unit spam diversity.


The Siege Chopper range-check issue makes sense, seeing how all Jumpjet units always have the green line indicating their travel direction (and pointing toward the ground) even when stopped. As for the condition:

RAARTYD=RAR ranged pool,RARTYD,<all>,6,1,GAARTY,0000000003000000000000000000000000000000000000000000000000000000,60.000000,60.000000,60.000000,1,0,4,1,<none>,0,1,1

If I have this code correctly, this should make it so that they build the team so long as they have 0 GAARTY (deployed artillery), meaning that once they have deployed their first set of artilleries, they should have no reason to build anymore. I've also tried making their script/team follow similar directions to Allied/Soviet refinery guard teams, which will move between positions, but I don't believe the AI ever moved deploying units in TS once deployed. Even then, I would have expected the spam to not persist when following a working script.

_________________
Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Feb 13, 2017 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

1,GAARTY,0000000003 - means AI has 0 or more of GAARTY - which would
always be true, so it will keep producing.

Use like 1,GAARTY,0400000001 - means AI has less than or equal to 4 - this
would stop producing after 4 GAARTY.

Back to top
View user's profile Send private message
PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Feb 13, 2017 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I had figured that the condition was when "AI owns X amount," not "AI owns X amount or more." That explains why it hadn't worked. Though I'll admit, I ran various tests just now, with the AI now having twelve teams instead of 6, the majority of which have a Max of 2 as opposed to 1, so the artillery spam issue has been largely unnoticeable, as Apollo said it would, but definitely still exists. Thanks, I'll test that value of 4 tomorrow.

_________________
Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1562s ][ Queries: 11 (0.0072s) ][ Debug on ]