Jump to content


Photo

** BIG NEWS: ALL C&C3 Skirmish AI games possible


  • Please log in to reply
71 replies to this topic

#21 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 11 April 2007 - 08:09 PM

the AI is alot Stupider that a normal Ai

Its the same AI, d00d.. nothing is different. In fact, I played 5 games last nite and half of my games were a pleasant collaberation between myself and the AI on my team. Worked quite well. Granted, the AI which is playing ME is I believe a MEDIUM skill so don't try playing against HARD or Brutal AIs on the enemy team. Thats a no show. Lets be realistic here too: this "feature" isn't totally supported by the game code but he happy it works at all.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#22 Banshee

Banshee

    One Vision, One Purpose!

  • Network Admins
  • 9,048 posts
  • Location:Rio De Janeiro, RJ, Brazil.
  • Projects:PPM, PPM: Final Dawn, OS SHP Builder, OS Palette Editor, OS W3D Viewer, VXLSE III, etc...
  •  Retired Network Leader
  • Division:Revora
  • Job:Maintenance Admin

Posted 11 April 2007 - 08:38 PM

Great stuff here! :p

Other than the gamedata.ini, what did you modify?

I'm asking that because it's not good to replace the original files. Instead, put them in a new .big file. Then, use a new SkuDef file to add your new big file and create a shortcut for the game to use your new SkuDef file.
Project Perfect Mod

Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!

Posted Image

#23 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 11 April 2007 - 08:51 PM

Well it was me AND AI as one Vs brutal AI and my Ai just wouldn't build

#24 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 11 April 2007 - 08:51 PM

Good call there, Banshee. Easy to do. Gather I'll need to retool my knowledge of the Sage2 engine and how to SkuDef and the command line to then run my custom big file.

The other thing modified was the skirmishaidata.ini file to enable AI for the Human Player.

Remember, this is all very hack-and-slash so until we form a team to standardize things when WB/SDK shows up we're all just playing around right now. :p

@Hogo - dunno d00d, my AI worked perfectly although @ gamestart it was a tad slow for picking the right structures quickly. However, I noticed this with my allied AIs so not too unexpected. Its hit/miss. My AI allies have a 50/50 win ratio against my enemies so now its seems fair.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#25 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 11 April 2007 - 09:11 PM

Sounds Good cant wait hehe

Edited by hogo, 11 April 2007 - 09:12 PM.


#26 Hostile

Hostile

    Benefitting Humanity Simply by Showing Up!

  • Veterans
  • 9,551 posts
  • Location:Washington DC
  •  T3A Founder
  • Division:Revora
  • Job:Global Administrator
  • Donated
  • Association

Posted 12 April 2007 - 02:16 AM

Why don't we add it to the site under the first tuorial and make a news post about it? We can have the edited file for direct d/l?

#27 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 12 April 2007 - 02:21 AM

Sounds like a plan. I'd like to have a "userconfig.big" file sitting around which has all my alterations to enhance the game.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#28 Hostile

Hostile

    Benefitting Humanity Simply by Showing Up!

  • Veterans
  • 9,551 posts
  • Location:Washington DC
  •  T3A Founder
  • Division:Revora
  • Job:Global Administrator
  • Donated
  • Association

Posted 12 April 2007 - 03:04 AM

Compile a .txt file with your tutorial and zip it with the modified Big file and send pm it to me. I'll convert it to html and get it up.

#29 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 12 April 2007 - 03:11 AM

Essentially, how I got the AI to become the Human Player and how to drastically increase game speed? Not hard at all really. Need a tutorial for this?

More challenging is changing the camera to zoom in and out alot more and, hardest yet, able to fully edit the Skirmish AI. The latter is the end all and be all. :p I'll work on the camera thingy if I have 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!

#30 mrchris

mrchris
  • Members
  • 43 posts
  • Location:USA
  •  Mod modder

Posted 12 April 2007 - 03:29 AM

Can you mess with these following options since I am not getting the tiberium crystals to remain longer (as I want more resources from one clump)?

//Harvesting Data
//SupplyBoxesPerTree = 90
ValuePerSupplyBox = 3200 //Each "supply box" is 1 harvested chunk of tiberium.
SupplyBoxesPerTibCrystal = 64 //This is how many boxes there are in each crystal before it goes away.


My obvious alterations to gamedata.ini but I am not seeing the effect of collecting tons of resources ingame. :p

UnlookPersistDuration = 9000000 ; How long after you stop looking until the fog grows back, this appears to be in miliseconds.


Setting the above to something like that will have the fog NEVER regrow back for a very long time.

Edited by mrchris, 12 April 2007 - 03:44 AM.


#31 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 12 April 2007 - 03:46 AM

Doesn't seem to work here as well. Need to test more.

Hope ya have a REAL FAST comp for it you start giving ALOT of resources expect some unthinkable bedlam! :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!

#32 mrchris

mrchris
  • Members
  • 43 posts
  • Location:USA
  •  Mod modder

Posted 12 April 2007 - 04:10 AM

I'm speaking of credits to make units/buildings/etc, I am a resource whore after all :-)

#33 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 12 April 2007 - 09:57 AM

Essentially, how I got the AI to become the Human Player and how to drastically increase game speed? Not hard at all really. Need a tutorial for this?

More challenging is changing the camera to zoom in and out alot more and, hardest yet, able to fully edit the Skirmish AI. The latter is the end all and be all. :lol: I'll work on the camera thingy if I have time.


yeah Camera zooming is a good point that we could do some testing on but 1 thing i want to know, How comes so many of the tags in gamedata.ini are not working is there another gamedata file that controls the Units and that?

#34 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 12 April 2007 - 07:25 PM

This topic seems pretty much like modding, so I'll move it to the editing section, pin it there and leave a redirect in the main discussion.

And thudo, it would be really helpful if you could also describe the easiest and most simple parts of what you did. Providing tutorials on the very very basics (just like the professional stuff) is the philosophy of this place :lol:

Edited by Dark Lord of the Sith, 12 April 2007 - 07:30 PM.

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#35 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 12 April 2007 - 11:32 PM

Will do. I'll post it here.. quite easy really although why CAMERA OPTIONS are NOT being applied EA would have to answer although they don't likely support modding until WB/SDK arrives. Perhaps HOSTILE could ask his internal EA sources about this? Did BfmE2 have configurable camera settings in its gamedata.ini?
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#36 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 13 April 2007 - 03:28 AM

Okie a quick tutorial of what I did:

1) Get latest FinalBig from here: http://commandandcon...ig_Editor;38034
2) Go your C&C3 folder then to \Core\1.0 and locate the file MISC.BIG and make a copy of it
3) Open MISC.BIG using FinalBig..
4) Now the two files of significance I changed are the following:

a) \INI\DEFAULT\SKIRMISHAIDATA.INI
Line Changed:
MakeAllSkirmishSidesAIControlled = Yes

The above will allow the AI to control Player1 or the human player. You will still be able to use the faction you are playing but the AI can override things like commands issues to units. Also, its best NOT to build any structures until after the first 2-3 initial buildings are built otherwise the AI will place the structures you create overlapping the first building it built. Once the initial buildings are built, then you can do what you want. REMEMBER: this is not official from EA so it could be buggy but for me it has never crashed while the AI was controlling my faction.

b) \INI\GAMEDATA.INI
Lines Changed:
UseFPSLimit = No
FramesPerSecondLimit = 70
AllowTreeFading = Yes
DrawEntireTerrain = Yes
UseShadowMapping = Yes
ScrollPitchMultiplier = 0.05; The amount the camera pitches when zooming in and out.
MaxTerrainTracks = 600; how many vehicles can generate tread marks on the terrain.
GameSpeedFactor = 3.75	; Multiplier for all times in a single player game
MinimalGameSpeedFactor = 0.5; Minimal allowed value for game speed factor
BuildSpeed = 3.0
SellPercentage	   = 75%; You get this percentage back of the cost to build

The most important lines above are:

UseFPSLimit = No
FramesPerSecondLimit = 70

Which unlock the frames per second limiter so now if you have a REALLY fast system like I do the game will run even smoother! :p

GameSpeedFactor = 3.75

This one you have to watch out for as it sets the entire game speed into HYPER mode so again you need a super computer to play this AND be ready for the AI to also work much faster so prepare to micro fast!

BuildSpeed = 3.0

Works with above but this time drastically increases the speed of building your structures and units.

SellPercentage	   = 75%; You get this percentage back of the cost to build

Not too important for you to set this but I felt you should get a better % back when selling your buildings.

The other lines above are for you to enable or play with.

Lines which for some reason don't work in-game:

DefaultCameraMinHeight			= 5.0	;The minimum height of the camera relative to the terrain.
DefaultCameraMaxHeight			= 4000.0;The maximum height of the camera relative to the terrain.
CameraLockHeightDelta = 750.0
CameraTerrainSampleRadiusForHeight = 2.0;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
MaxCameraHeight = 4000.0;230.0
MinCameraHeight = 30.0
ValuePerSupplyBox = 3200;400	//Each "supply box" is 1 harvested chunk of tiberium.
SupplyBoxesPerTibCrystal = 64;1	//This is how many boxes there are in each crystal before it goes away.

Regrettably, both setting maximum camera zooms and the amount of money accumulated from Tiberium does not work in-game. No clue why.

Other file I changed (but did not see a difference) was:

c) \INI\DEFAULT\AIDATA.INI
Line Changed:
ForceSkirmishAI					 = Yes; Use skirmish instead of solo ai.  For development till the skirmish ui is finished.

5) If you edit any of the above, save the file you are editing in FinalBig and close out. NOTE: You cannot be editing the MISC.BIG and running the game: it will error out for you.

More to come when we get official tools/WorldBuilder/SDK from EA.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#37 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 13 April 2007 - 09:33 AM

How will world builder help us mod? i really would like to know also great work on that thudo and last what is your system spec?

#38 Nighthawk

Nighthawk

    Grumble Grumble.

  • Division Leaders
  • 2,947 posts
  • Location:Edinburgh
  • Projects:The Third War, Ares, misc side projects.
  •  Strategist and Modder
  • Division:C&C Guild
  • Job:Division Leader
  • Association

Posted 13 April 2007 - 10:21 AM

In WorldBuilder in Generals, you could import the entire amount of AI scripts, which were in a file called SkirmishScripts.scb, into WorldBuilder, and edit them freely in that map. I'm guessing there's a similar system for C&C3's WorldBuilder.
Posted Image
Posted Image
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.

PM if interested.

#39 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,166 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 13 April 2007 - 02:40 PM

Well I hope C&C3 AI is **NOT** edited in WB. <shutters> Oh man.. many bad memories come flooding back.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#40 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 13 April 2007 - 02:49 PM

I would rather do it in notepad




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users