Jump to content


Photo

Skirmish AI 2.2 Beta 1 - Post Comments In Thread!


59 replies to this topic

#41 ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 24 January 2007 - 09:54 PM

Hmm, maybe there is a work around. If I only set specific command flags from the AI in the SCAR space, and then check those flags from an independent SCAR script and then call some SCAR commands according to those flags, then I should be able to fix this problem. It's a bit complicated, but it might work...

#42 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 25 January 2007 - 05:39 AM

Two things I found:

1) All LPs are upgraded in Tier4 to addon_2 - this is an expensive proposition but I gather the testers haven't seen any ill effects to this so I guess its okiedokes.

2) IG seems to disobey the buildprogram and it builds the turret_addon for all its turrets rather than 50% of em. I checked the code and its set to:

{ 2, 50, 0, 1000, 50,	 "TurretAddon", "addon_guard_turret" },

So I'm a little baffled. Anyone else see this?

Edit: Noticed the Orks also update all banners to addon_2 instead of 50%. Anyone else confirm?

Edit Redux: Yep.. all factions disobey the "50," rule and simply update all turrets to their last addon. Not sure where this got broken? :thumbsupsmiley:
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#43 Markoso

Markoso
  • Members
  • 84 posts

Posted 25 January 2007 - 08:08 PM

Free time abound, fired it up and gave IG a run to look for the bunkering. Personally, I couldn't get it to activate, don't know the conditions, no idea. Ran two tests looking for it thus far, couldn't get it to work (I was kinda on the BS with SM though). Dunno, take a look for yourselves (Also, fallen city, weird behavior as far as reaction to harass went. The AI didn't appear to try and take back LPs I'd decapped outside the proximity of it's main base. Blood river no such problem existed).

Attached File  IgBloodRivFallenCity.rar   238.98KB   27 downloads

#44 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 26 January 2007 - 02:42 AM

Free time abound, fired it up and gave IG a run to look for the bunkering. Personally, I couldn't get it to activate, don't know the conditions, no idea. Ran two tests looking for it thus far, couldn't get it to work (I was kinda on the BS with SM though). Dunno, take a look for yourselves (Also, fallen city, weird behavior as far as reaction to harass went. The AI didn't appear to try and take back LPs I'd decapped outside the proximity of it's main base. Blood river no such problem existed).

Attached File  IgBloodRivFallenCity.rar   238.98KB   27 downloads


Strange, no bunkering by IG.

Arkhan, is there a very specific (or more than one) condition that the IG have to encounter to use the bunkering function ? If so which one(s) ? It could explain why they didn't use the function in Markoso's test. Or perhaps he wasn't running 2.2 Beta 1 ? Could you please make sure it's indeed 2.2 Beta 1 Markoso.

Also, Markoso, is there any Sync Error in your Replay ?

#45 Markoso

Markoso
  • Members
  • 84 posts

Posted 26 January 2007 - 06:05 AM

No sync errors watching em for myself. Also, reinstalled the installer Thudo linked me to,the .mod file says 2.2 beta, and there aren't any of those performance chugs from 2.1.

Edited by Markoso, 26 January 2007 - 06:06 AM.


#46 ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 26 January 2007 - 01:47 PM

It's possible that Corsix SCAR dll wasn't loaded correctly. Check the warnings log if there was an error while trying to load the dll. Further make sure that the DX2.module file also loads this dll and not the default WXP dll.

#47 Markoso

Markoso
  • Members
  • 84 posts

Posted 26 January 2007 - 02:18 PM

the .mod file has WXPMOD commented out for DLL, with DCAIMOD properly referenced. Required Mod1 is w40k and second is Dowai. Checked warnings.log, got this for ya:

22:33:43.51 MOVIE -- Closing movie 'movies:dow_intro.lua'
22:33:43.51 FE -- Loading front end.
22:33:43.51 FE -- Cursor hidden.
22:33:49.98 GAME -- Unable to load the DLL for MOD 'dxp2' -- please use the matching executable!
22:33:49.98 MOD -- Initializing Mod dxp2, 1.0.

That's from my latest test against Chaos AI, which has some other things I'll point at real fast from reviewing the replay twice:

-AI is really bad about taking back harassed LPs. If I kill that initial squad it sends to take it back, it just...starts diverting resources elsewhere instead of fighting me off. Clearly seen in the rep with a raptor squad it has which it just...tosses at my base, as well as a tac squad it sends off to cap a relic.

-Damned Turrets. I can live with them being built, but in these 1v1 standard resource games, it's building turrets before even upgrading all of it's LPs to LP2s. Drains req AND denies further econ progression. Edit: In the case of IG, it's different, turret is detector, etc.

-Dancing code seems weird. AI attacks and retreats the same LP 3ish times, and seems to leave at the drop of a hat. Unsure if AI is able to determine remaining health of enemy units and factor that into attack decisions.

-Edit: Almost forgot, this is chaos specific here, but T2 raptors should probably be nixxed, as they are obsolete in every possible way next to Zerkers, cost, effectiveness, and more importantly, cost. Dunno if they can be restricted to T1 only in the build program

Now then, if a few more testers could confirm the dll not loading\IG not doing their SCAR commands, that'd be awesome. I'll also try and hook up some lan tests later today, depends on if I can get a switch from a neighbor.


Attached File  ChaosTestFun.rar   122.01KB   22 downloads

Edited by Markoso, 26 January 2007 - 02:29 PM.


#48 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 January 2007 - 02:29 PM

Damned Turrets. I can live with them being built, but in these 1v1 standard resource games, it's building turrets before even upgrading all of it's LPs to LP2s. Drains req AND denies further econ progression.

Well wait.. LP2 addons costs are insane! Turrets are deterrants and not many are built anyway. We've really cut down the # of em are built. Having the AI research even one LP2 addon is expensive. Regardless.. even by the time the AI gets to the LP2 addon stage he's spamming yer arse with LRs, Preds, and frick'n Terminator BS. :p

I agree on the LP harassing and dancing code but again its hit-and-miss and difficult to tweak per game session, per map, per situation..
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#49 Markoso

Markoso
  • Members
  • 84 posts

Posted 26 January 2007 - 07:48 PM

Eh, of course the costs are high, they improve your economy. Turrets do nothing more then act as a deterrent, whereas LP2s are an absolute necessity to stay in the game. IG is a special case (And I know nada about either tau or crons), but for at least SM and CSM, LP2s should be a higher build priority then turrets IMO, eldar too. (LP2s being the 100\75 upgrade, not the disgusting 400\whatever heavily fortified LPs, to ensure we are on the same page).

Edited by Markoso, 26 January 2007 - 07:49 PM.


#50 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 January 2007 - 07:55 PM

Hmm.. LP2 addons are 250/150 per, d00d. Thats no chump change. We set them in late Tier4 for a reason but always have at least one LP2 addon in mid-Tier2. The reason the AI upgrades 50% of its LPs to LP2 in late Tier4 as by then it has solidified its economy and can spend much more. If we were to have more LP2 go to addon2 much earlier thats a little dangerous. Still.. if we get more testers telling us and agreeing then perhaps we can test this change.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#51 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 January 2007 - 08:23 PM

Update on the Turret addons disobeying the 50% rule.. it also happens with pre 2.2build1 code as well (thus v2.1). Arkhan.. can you track this down? I even tried to foce just 1 turret to build the addon but then they all build it. Regardless, determining % of addons to build works fine with LPs and buildings but why not turrets? It worked before but its been too long since I or the testers noticed. :p
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#52 Markoso

Markoso
  • Members
  • 84 posts

Posted 26 January 2007 - 08:46 PM

Eh, we're on different pages I see. LP2 is basic LP upgrade, 100\75. normal LP gains turret (addon 1). LP3 is the final fortified upgrade, but alas, semantics. I see where you're coming from though, and to clarify, I was speaking of the basic LP upgrades, nothing fancy (I don't even bother with the last one).

#53 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 January 2007 - 08:56 PM

Ah.. wow.. u don't build LP1 addons? Thats zanniness :p Now those get all built in late Tier1 or very early Tier2. Yer lucky to see a 2nd turret by the time all LPs are upgraded to LP addon1. Shouldn't that work fine as 1) it goes a attack bonus from the LP and b) requisition boost.. this is why we always upgrade LPs to the addon1 near game start. LP addon2 is more a luxury.

Update.. Determined that v2.1 AI Release actually does correctly build turret addons as they should. Have to determine why it doesn't since that time.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#54 Markoso

Markoso
  • Members
  • 84 posts

Posted 26 January 2007 - 09:28 PM

Alright, yeh, we're saying the same thing here. I always go for the first LP ugrade, as that's a necessity, and as you said, the second upgrade is a luxury at best. I was trying to point out that the AI occasionally builds a turret or two (not much, but still crucial) before having all of it's LPs with their first addon (that +6 each is like...so necessary). I'll test more before I go to far into it though, as I've only played 5 games, which isn't quite enough.

Edited by Markoso, 26 January 2007 - 09:29 PM.


#55 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 January 2007 - 09:34 PM

Yep.. thats due to 1-2 buildprograms we've coded that might build a second turret.

FYI... found the script that is causing turrets to disobey the addon % script in the buildprogram.

I used the following v2.1 script and now it works fine with our current build:
elseif (sType == "TurretAddon") then
		
			-- Get addon ID
			iID = cpu_manager.stats:GetAddOnID(sName)
			
			-- Check existing addons
			local iTurretID = cpu_manager.stats:GetBuildingID(self:GetAddonBuilding(sName))
			local iTurretCount = 0
			aTurretPositions = {}
			for oBuildChannel in build_manager:GetBuildChannelAIs() do
			
				-- Check for addon building
				if (oBuildChannel:GetBlueprintID() == iTurretID and oBuildChannel:ConstructionDone()) then

						iTurretCount = iTurretCount + 1
					if (oBuildChannel:CanAddToQueue(BuildChannelAI.PQ_AddOn, iID) ~= BuildChannelAI.CANBUILD_Ok) then
						iCurrentInstances = iCurrentInstances + 1
						aTurretPositions[iCurrentInstances] = oBuildChannel:GetEntity():GetPosition()
					end
				end
			end
Thats in the strategies\buildbasestrategy.ai file. This is an interim solution just for fixing turret addon construction (LPs work as they should also). Arkhan.. I gather you'll optimize. :p
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#56 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 27 January 2007 - 12:59 AM

I'm still baffled at the fact that the IG did not use the bunkering function at all during his tests. I see it happen in all my tests so far (four tests and counting, I am still waiting to spot something to report here).

#57 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 27 January 2007 - 02:40 AM

Markoso - did you uninstall then reinstall our mod? Something ain't right.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#58 ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 27 January 2007 - 02:42 AM

I used the following v2.1 script and now it works fine with our current build:

Looks like you were right Thud, the HasAddon method is obviously broken. I'll revert back to the old style in the next beta.


@Markoso
Do you have any other mods installed? Do you have only DC installed or Vanilla Dow and/or WA. If no, was it ever installed? Did you try to start with any replacement modmanager? Make sure that you use the basic DC shortcut to start the game and NOT the AI shortcut.

#59 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 27 January 2007 - 04:26 AM

I used the following v2.1 script and now it works fine with our current build:

Looks like you were right Thud, the HasAddon method is obviously broken. I'll revert back to the old style in the next beta.


@Markoso
Do you have any other mods installed? Do you have only DC installed or Vanilla Dow and/or WA. If no, was it ever installed? Did you try to start with any replacement modmanager? Make sure that you use the basic DC shortcut to start the game and NOT the AI shortcut.


That's strange Arkhan, because even if I use the AI shortcut it works as intended, version 2.2 Beta 1 loads properly. I have the strange feeling am I the only lucky one out there with this build.

Edited by Zenoth, 27 January 2007 - 04:27 AM.


#60 Markoso

Markoso
  • Members
  • 84 posts

Posted 27 January 2007 - 08:41 AM

Only DC is installed, vanilla, with my CD keys and DoW\WA exes entered to allow me access to all my races (Couldn't see myself finding bugs very efficiently if I had 2-3 mods running at once anyways). I'll wipe everything related to the mod and see if I can't get it to work. The DLL didn't load last game I tried, so, gotta figure out what's up there on my machine.

-Screwed around with it, and my warnings.log file always has an unable to load DLL for dxp2 error, regardless of whether it's Corsix's DLL or the default WXP. Guess I gotta rack my brain for a workaround or something.

Edited by Markoso, 27 January 2007 - 02:47 PM.




Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users