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Getting the AI to work with extreme changes


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#1 Malkor

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Posted 12 July 2004 - 02:06 AM

Hello. I am making a total conversion, which you can read about here:

http://forums.revora...showtopic=11965

And I am wondering how I can get the AI to work with my current and eventual settings.

Right now, here are my current changes.

I've limited the factions to only China (no generals).

I've removed the airport, barracks, speaker tower, internet center, and other misc buildings.

The dozer can build the CC, the PowerPlant, the Supply center, gatling gun, and propoganda center.

The CC builds the Dozer, Battlemaster, Gatling tank, ECM, Overlord, Nuke Cannon, and Inferno cannon.

I'll eventually (once I find out how) allow the CC to construct five units at once.

Quite obviously, the default Ai cannot operate under these conditions. So, I glanced around at the tutorials here, but none seem to cover these kind of changes. I'd like the AI to get around 30 battlemasters, 6 overlords, 10 gatling tanks, 4 nuke cannons, 3 ecms, and 6 inferno cannons for the largest attacks, and harass with gatling tanks, and make random attacks with 10-20 battlemasters. They'd get a lot of gatling gun defenses and eventually heavy towers once I add them. They should place these weapons in choke points, on cliffs, and all around their base in a screen.

I am unsure if you can do this kind of massive revamp in the World Editor (I certaintly can't figure out how), so I'm wondering if anyone can tell me how? Extreme AI is very important in my mods, I've been doing AI for every other game I've modded. I don't want to make this an exception.

#2 Mithril

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Posted 12 July 2004 - 06:09 AM

Does your AI build its entire tech tree? If it doesn't you could look at the base building scripts and redo the build list (build list creation is covered in the Adding new factions for ZH tutorial).

Creating those units is done with the teams editor... simply add\edit a team and insert your new units, making sure that you've got the commandbuttons for the units you specified.
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#3 Malkor

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Posted 12 July 2004 - 06:31 AM

How would you add entirely new units into the teams that I've created in the inis? And another question, how would I make AI I've edited in the world editor work globally and not just on a map?

I'll read the tuts tomorrow as I gotta sleep right now.

Edited by Malkor, 12 July 2004 - 06:31 AM.


#4 Mithril

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Posted 12 July 2004 - 07:03 AM

Adding new units for ZH << thats how you do it. You make the skirmish AI (thus on all maps) work by importing the SkirmishScripts.scb file and do the required changes in there..
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#5 Malkor

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Posted 12 July 2004 - 08:17 PM

Okay. I went about changing the China build order around, and removed unneeded teams from their attack sequences, upping numbers on ones I felt would need it.

But now, five seconds after the game starts, it says I'm victorious. What's going on?

#6 Mithril

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Posted 13 July 2004 - 12:13 PM

Are you sure that the correct scripts are in the correct folder? If you've patched your ZH to 1.2 the script import function is messed up. Get a clean one here and try it agian..
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#7 Malkor

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Posted 13 July 2004 - 02:40 PM

Yeah I was kind of wondering about that... Thanks!

Well, it works now, but they aren't building anything - not even what they used to! (And I only removed barracks/internet center from their tech)

Edited by Malkor, 13 July 2004 - 03:28 PM.


#8 Mithril

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Posted 15 July 2004 - 08:00 AM

If it doesn't build the barracks it won't be able to build more advanced stuff because the scripts check if a barracks has been built. Best thing to do is to redo the Base Building scripts, and redo the build list.

BTW don't worry about double posting too much. If you edit your post I won't be able to see if there is anything new from the index :p
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#9 Malkor

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Posted 15 July 2004 - 10:34 PM

Redid them, and now the game ends instantly again. Had to redo teams again, too, as it decided to corrupt my file. That took like 20 mins to do :huh: This is getting annoying...

I don't suppose anyone would have enough time to do Ai for my mod every now and then? I"m having a fair bit of difficulty just getting it to build anything, let alone compare with what I did in StarCraft.

#10 Mithril

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Posted 16 July 2004 - 06:20 AM

If you tell me what do to build I could get you started so that you can do the actual AI.
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#11 Malkor

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Posted 16 July 2004 - 06:12 PM

Alright. Here's what I had in mind to start it off.

The AI would first get a powerplant, supply center, and then a war factory. Their attacks consist of battlemasters, gatling tanks, and infernos most of the time. Supplimentry or harassment attacks would consist of dragons and gatling tanks. By now they'd start massing defense and early expand.

They'd eventually get several war factories, and then a propoganda center (which enables overlords). Then they'd switch into high gear. The ideal high-tier attack force was something like,

20 battlemasters
10 gatling tanks
5 ecms
3 nuke cannons
6 infernos
10 overlords
5 dragons

The structures they have available are:

Command center
Supply
Powerplant
War factory
Propoganda center
Gatling tower

#12 Malkor

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Posted 22 July 2004 - 08:19 PM

Well you said don't worry about double posting, so... Just wondering if you'd gotten around to that yet? I'm waiting for functional AI before I continue for my mod (AI is extremely important to me, I can't progress without working computer players).

#13 Mithril

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Posted 23 July 2004 - 07:27 AM

Uhm... what's the difficulty here? It's a simple, small build sequence and a few attack teams.. should be a piece o' cake unless you mean some other problem..
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#14 Malkor

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Posted 23 July 2004 - 11:16 PM

Well as I said I set it up like so but it wouldn't do anything. So, I messed around a bit more and rebuilt all of the build sequences, but now it just ends the game as soon as I start it, in victory. Think I should delete everything and start off from scratch, or what? Being new really, really sucks.

#15 Mithril

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Posted 24 July 2004 - 07:32 AM

The victory usually happens when you have no SkirmishScripts.scb. Have you edited the MultiplayerScripts.scb?
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#16 Malkor

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Posted 24 July 2004 - 05:57 PM

No, just skirmish.

#17 Mithril

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Posted 26 July 2004 - 07:23 AM

Hmm it sounds as though the scripts are in the incorrect folder again. Does the AI sell its buildings initially? If so, disable the "Sell off" folders from all player folders.
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#18 Guest_Guest_*

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Posted 14 August 2004 - 08:18 PM

Malkor you said that you wanted to be able to build 5 units at a time.

To do that you have to put this in the factories code,this is for the GLA ArmsDealer:

Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = GLATankScorpion 8
QuantityModifier = GLATankMarauder 5

If you want it to do the same with Infatry then you have to place the Behavior = ProductionUpdate ModuleTag_10
QuantityModifier =
in the Barrack's code.

You have to do this for every faction that you want to have this function.

When it builds, it will build the amount of units that you want for the price of 1 :laugh:




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