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The Advanced AI project


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#1 Phil

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Posted 28 August 2007 - 08:34 PM

This is the place for thudo's AI research and development. If you wish to improve the C&C3 AI together with a real AI expert, join this project :)

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#2 thudo

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Posted 28 August 2007 - 08:38 PM

Wow.. Fast as Flight! :O Thanks Sithy! :)
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#3 Phil

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Posted 28 August 2007 - 08:41 PM

No problem :)
Now get to work and show some results! I want your AI knowledge for Galaxy at War later on :p

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#4 thudo

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Posted 28 August 2007 - 08:44 PM

GaW is a C&C3 mod?
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#5 Phil

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Posted 28 August 2007 - 08:49 PM

Yeah, and Total Conversions usually end up with some AI difficulties... besides, it would be great to use an improved version of the AI :)

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#6 Hostile

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Posted 28 August 2007 - 08:59 PM

add me on msn thudo if you would. nojunkbox@hotmail.com

#7 Soul

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Posted 28 August 2007 - 08:59 PM

I'm just posting here to wish you luck.
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#8 Master Windu

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Posted 28 August 2007 - 11:05 PM

Same here. Good luck on this project :p

Also, like DLOTS said, we want your expertise for GaW, TC mods often screw up the AI.
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#9 thudo

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Posted 28 August 2007 - 11:07 PM

Thank you gentlemen.. Tonight.. I try some custom buildorders with the GDI AI. + new build placements for almost all buildings especially Gens/Tech Centers and Base Defenses. FunFun.. first initial C&C3 AI mod tests begin tonight! Had some time @ work to script my first C&C3 AI modification. Tests are now officially commencing.
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#10 Master Windu

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Posted 28 August 2007 - 11:24 PM

Awesome :D

I can imagine a good AI already...charging up Obelisks with Beam Cannons.. :p
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#11 thudo

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Posted 28 August 2007 - 11:33 PM

Thats what I want BeamTanks to do to Obelisks.. that should have been scripted by EA since they took the time to AI script 2 Sniper teams spotting for Juggernauts across the map and it works SUPER WELL! Shheshh.. garrisoning GDI rocket troops into an APC and getting BeamTanks to focus-fire on Obelisks should be a joke to do.
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#12 Hogo

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Posted 01 September 2007 - 10:52 AM

Thudo I would Really like to help but Have never tryed XML before. Is it that hard and I will try to learn because I would really love to be apart of the team.

#13 Phil

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Posted 01 September 2007 - 11:03 AM

It's not hard at all, it's pure logic. You'll learn the basics in a day just by looking at the codes :wacko:

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#14 thudo

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Posted 04 September 2007 - 05:03 PM

Yes its not that hard. Easier than learning a programming language. :p
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#15 GodSun666

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Posted 06 September 2007 - 08:08 PM

Hello, iam wishing you luck! And as soon as i discover something. I will be happy to share it! But i don't look in the A.I. section that much. But if i discover something iam sure to share it ;). But iam first going to balance my mod and prepare the second version to be released(Ill give the download links once Cnc-Files.net has upped it.... or i could upload it to C&C3.net :p )

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#16 Murderdevil

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Posted 06 September 2007 - 08:58 PM

Dont you think patches from EA will do this??? Im just asking dont insult me for being Curious :p

And i would never have thought about a Advanced AI project
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#17 thudo

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Posted 07 September 2007 - 01:15 PM

Dont you think patches from EA will do this???

You mean to create more advanced AI? Not likely or else EA would have attempted it by now. Hell.. we're @ 1.08 now of the revisions and the only AI tweak was to move superweapons to the homebase. I've done one better in my CNC3 Ai - I actually move them TO THE BACK of a base which is more strategically sensible for a building that is INCREDIBLE important to winning the game.
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#18 Spikey00

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Posted 08 September 2007 - 10:45 PM

Mmmm.... This place is sexy! Haha.

#19 Hogo

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Posted 08 September 2007 - 11:08 PM

Dont you think patches from EA will do this???

You mean to create more advanced AI? Not likely or else EA would have attempted it by now. Hell.. we're @ 1.08 now of the revisions and the only AI tweak was to move superweapons to the homebase. I've done one better in my CNC3 Ai - I actually move them TO THE BACK of a base which is more strategically sensible for a building that is INCREDIBLE important to winning the game.


Where were the Tags for that? And I want to be able to make Defense Fire Bases With the AI's

#20 thudo

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Posted 08 September 2007 - 11:17 PM

Where were the Tags for that? And I want to be able to make Defense Fire Bases With the AI's

That is in the buildings' own XML file and NOT related to any location for AI. Not sure why EA decided to put AI code in the actual building code: that was real stupid. Keep AI data AWAY from core attrib data is always the best bet! It keeps code clean and, even better, modular! :p

As mentioned, I find it hard to force-build base defenses - the CNC3 AI simply doesn't want to. Regular tech and factory buildings no problems but defensives ones no way. It has a separate threat script for that I am looking into. I would like to have Nod AI with Obelisks in the main base with 2-3 BeamTanks hooking to an Obelisk. That is a dream.
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