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Rogue Trader 1.3: Now released so lets talk.


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#1 giskard

giskard
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Posted 26 February 2005 - 03:02 AM

Hello all.

Heres my new Rogue trader 1.3 mod.
http://www.respawn.c...nt/view/108/80/

Ive tested the personalities in over 40 quick games today and made thousands of edits of stupid bugs i left in various personalities at various levels. Im almost confident i got them all. Didnt see any in my last 10 tests but they are sneaky little buggers (lol) and the shear combinations of AIs and difficultiy levels means its hard for 1 person to track every possible problem.

For the record, its a pain testing each AIs so if your not up to it then please feel free to pinch mine.

Things to copy and edit.

1) The all the folders in the Dawn of War\roguetrader\data\ai\strategies folder but not the files such as buildbasestratey.ai and the other ones found in that folder directly, since they are unique and may break your mod.

2) In Dawn of War\roguetrader\data\ai open the my cpu_manager.ai and copy and paste the entire "CpuManager:LoadStrategyInfo(setstrategychoice)" function.

Actually, the bit in the () is old code and not needed unless you plan to pass that var to it from another function somewhere. I missed that when releasing the mod. Opps.

Then editor all the difficulty level files and remove the Devastator Squad entries from the space marine sections. This is a unit i added and wont be in your mod.

This will give you multiple personalities. You can tweak them to your needs as you see fit.

Please note the lack of any build queue at easy in my mod adds 20 seconds to the AIs start time. Thats 20 seconds to think about what to build. Other difficulty levels have no such delay since i gave them all initial build queues.

My AI has many other changes in my Buildbasestrategy.ai file and a few other places so you might want to take a look at that too.

Now all these AIs take a lot of testing, so Thudo pm'd me and said why not add new personalities only to high difficulty levels.

Nice idea I thought considering ive just added 5 to all the others anyway lol. No Noob could contend with a few extra ones anyway so I may do that in the future. Make the high difficulty levels a little more interesting.

A side note, the CPUManager code does let each AI team choose its own AI personality. A bug in one of my AI personalities caused 2 AIs in an 8 way game to break whilst the rest worked, this is how i know they all choose different personalities.

Trouble is, with just 5 the AI sometimes allows 2 or more AIs to randomly select the same personality.

Such the nature of random personalities hehe.

On yer, I dumped this AI down a bit for release. If you want to see what it was like during testing then simply DO NOT USE MY ai_player.lua. Stick with the default one. Since this file is the one i used to Nerf my AI a bit.

Check out insane in my ai_player.lua, its now at 1.0. Thats means its not cheating anymore. But hay i like to play on hard anyway not insane.

Giskard

Edited by giskard, 26 February 2005 - 03:08 AM.




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