Skirmish AI 2.2 Beta 1 - Post Comments In Thread!
#41
Posted 24 January 2007 - 09:54 PM
#42
Posted 25 January 2007 - 05:39 AM
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?
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#43
Posted 25 January 2007 - 08:08 PM
IgBloodRivFallenCity.rar 238.98KB 27 downloads
#44
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).
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 ?
#47
Posted 26 January 2007 - 02:18 PM
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.
ChaosTestFun.rar 122.01KB 22 downloads
Edited by Markoso, 26 January 2007 - 02:29 PM.
#48
Posted 26 January 2007 - 02:29 PM
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.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.
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..
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#49
Posted 26 January 2007 - 07:48 PM
Edited by Markoso, 26 January 2007 - 07:49 PM.
#50
Posted 26 January 2007 - 07:55 PM
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#51
Posted 26 January 2007 - 08:23 PM
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#52
Posted 26 January 2007 - 08:46 PM
#53
Posted 26 January 2007 - 08:56 PM
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.
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#54
Posted 26 January 2007 - 09:28 PM
Edited by Markoso, 26 January 2007 - 09:29 PM.
#55
Posted 26 January 2007 - 09:34 PM
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 endThats 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.
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#57
Posted 27 January 2007 - 02:40 AM
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#58
Posted 27 January 2007 - 02:42 AM
Looks like you were right Thud, the HasAddon method is obviously broken. I'll revert back to the old style in the next beta.I used the following v2.1 script and now it works fine with our current build:
@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
Posted 27 January 2007 - 04:26 AM
Looks like you were right Thud, the HasAddon method is obviously broken. I'll revert back to the old style in the next beta.I used the following v2.1 script and now it works fine with our current build:
@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
Posted 27 January 2007 - 08:41 AM
-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.
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