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AI for a new faction


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#1 zimoo

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Posted 12 June 2006 - 06:05 PM

Ok so today I've been investigating into creating brand new AI for a faction. I extracted Bases.big and had a look at alot of the files in there, and understood how they work. I then created a new AI file in Worldbuilder, placing down the objects I wanted the AI to build and giving them the right settings etc. I then saved it as a .bse file and added it to my mod folder, then referenced to it in skirmishaidata.ini and playeraitypes.ini, only problem is that it doesn't work ingame. Does anyone know a step that I may be missing?
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#2 Gumby22don

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Posted 16 June 2006 - 03:15 AM

Is it bfme1 or bfme2?

The files you reference seem to suggest bfme2, but I wouldn't worry about adjusting playeraitypes.ini - it seems to point all sides to MOTW init stuff.
I think you might want to add references to the buildings in the object list worldbuilder files. look at that motw file, then other worldbuilder .map files extracted from Libraries.big.

Also, if you get it working, be sure to post how :p

Don
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#3 zimoo

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Posted 16 June 2006 - 09:21 AM

Thanks for your reply gumby

It's for BFME2. The reason I edited playeraitypes.ini was because there was something in playertemplate.ini relating to that file:

DefaultPlayerAIType			= TeleriSkirmishAI

That links to a section in playeraitypes.ini, so I added it. As for the fact that every item in there points to the MOTW file, I opened that file in Worldbuilder and it had spellbook scripts for every faction.

As far as I can tell the libraries.big file doesn't have much to do with BFME2 AI. I haven't found any file in there containing build orders for any of the new factions.

I think you might want to add references to the buildings in the object list worldbuilder files


Could you please explain that in more detail, I'm not very experienced with Worldbuilder
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#4 Gumby22don

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Posted 19 June 2006 - 01:45 AM

Ok, I was pretty sure the only thing useful in amongst the unused Libraries collection was a couple that were used to init the object lists. Basically:

'Offensive_Units' : add 'GondorArcherHorde'
'Horde_Units' : add 'GondorArcherHorde'
'Offensive_Units' : add 'GondorFighterHorde'
'Horde_Units' : add 'GondorFighterHorde'
...

These lists are in lib_object_lists.map, and I was thinking they were the way we could actually ad units, but given priorities for buildings in in the base files now and attack priorities is in the AI .ini files, I'm not so sure.

Anyway, how's your experimenting going?

Don
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#5 zimoo

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Posted 19 June 2006 - 09:50 AM

Well I couldn't find anything to do with the new factions in libraries.big, except that MOTW file that references to all the spellbooks.

As for my experimenting, I made a bit of progress. I edited the Dunland map (don't ask why I only edited this one), and added my new faction as a player/team to this map. I then went ingame and played on this map and the AI seemed to do a bit. They spammed heroes (they got unlimited money), built defences when I attacked their fortress and built new builders to replace ones that I killed. So its a start, but they still don't build buildings :(
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