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C&C3 Advanced AI objectives list.


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#1 thudo

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Posted 29 August 2007 - 04:36 PM

Section A

1] All Power, Tech Centers, and Superweapons should always be build away from the enemy and best kept at the back of the base OR bias away from the enemy.

2] Base defenses should always be built along the parameter of his base and NOT too far inside it. Too many times I have seen, for example, anti-tank emplacements sitting in the center of or right behind his base where nothing ever happens. They should be bias towards the enemy on the periphery of his base!

3] When new expansions are created, base defenses should be built on them also bias towards the enemy.

4] Based on personality, AI should always try to build a Superweapon quickly and protect it behind its base adding defenses around it! Turtler personality would be obvious choice. Other personalities should also try to build Superweapon quickly.

5] Give priority to sending engineers out to capture spikes or other useful buildings on the map! However, if the attempt fails, AI must scan region first before sending additional engineers to the obviously threatened areas. If an area the engineer is sent to capture is clearly not safe, he should move back to main base and wait til threat clears. Threat should include enemy garrisoned buildings as well!

6] Should research upgrades from Tech Centers based on when that unit, which would use it, is already built. ie. GDI builds Mammoth tank, thus, Railgun upgrade is priority to be built.

7] Should not sell important buildings like Tech Centers! These are critical to keeping the AI alive and competitive.

8] Hero unit should be seen more often and use its ability as it should

9] Should try to build Tech Centers especially Advanced Ones sooner rather than later.

Section B

1] GDI AI - should load specific troop types into APCs to use em to fire out of. APC + Rocket Solider = effective tank killer. Mixing them up with Snipers, Grenadiers, etc would be excellent!

2] Nod AI - should always build Stealth Generators around his base. Same with expansions. Obelisks also but reinforced with spotty AA emplacements and Obelisks should have between 1-3 Beam Tanks drawing power towards them.

3] Nod AI - Avatar should try to upgrade itself with next available nearby Nod vehicle and do this randomly, if possible.
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#2 thudo

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Posted 30 August 2007 - 07:30 PM

Update.. :xd:

Altered CNC3 AI XMLs now work INGAME! Yey!

Been trying some new Build Placement strats running the game with 2 AIs @ 70fps TOP SPEED - game moves so fast its like running the original C&C back in '95 on a Core2Duo Processor! ;) :unsure: :lol:

Once I can establish effective buildorders I can then move on to individual unit tactics like..

- GDI Rocket troops garrison inside GDI APCs
- Nod Beam Tanks supplying power to Obelisks
- Nod Avatar randomly picks some of its own vehicles to upgrade itself.

In fact, I'd like the AI to use ALL unit abilities available to it. In time.. :xcahik_:

Still noone willing to help out? I especially need 1-2 people just for tactic xml scripting. Will drastically help speed things up!
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#3 Phil

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Posted 30 August 2007 - 07:41 PM

That's good news.

About the team thing: I fear we just don't have enough XML coders around yet. I have to say that I myself would also rather do some stuff for my own and try to improve my skills.
If nobody joins by next week, I might reconsider it though. I can't promise anything, but it is possible that I'd help out for a limited amount of time :xcahik_:

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#4 thudo

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Posted 30 August 2007 - 07:47 PM

Even in a limited capacity, I can't see in < 2 months a full C&C3 Advanced AI released to the public. There isn't a whole lots really to do. Just luxuries more or less.

Regardless, thank you for the offer. I'd gladly help support you.
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#5 Nighthawk

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Posted 30 August 2007 - 07:52 PM

If I could get my bloody code to work, I would help you. But, I definitely need more practice - this is basically my first time doing actual XML coding by hand.
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#6 thudo

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Posted 30 August 2007 - 07:59 PM

"code to work" ? Elaborate? You mean getting the AI to respond to imported xmls via the big builder or custom XML scripts?
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#7 Nighthawk

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Posted 30 August 2007 - 09:09 PM

No no, it's nothing AI related, it's just my modified XMLs in general. Nothing's taking effect, even with the mod_l files as well. It's probably just a typo or something on my part, no worries.
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#8 thudo

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Posted 31 August 2007 - 02:51 PM

Yeah. C&C3 is MAJOR sensitive even to very tiny screwups. WoW! Bloody anal. I had to figure out for 10-15mins why this real tiny edit I made to the NodTiberiumSilo was not going through. I eventually could NOT get it to work as when a Nod AI player was loaded up it would crash the game. Bah! So I edited out the NodTiberiumSilo from mod.xml and will simply leave it out all together. Who builds Silos anyway since the game is soo fast paced you consume resources like an utter bas*rd + Harvesters wait @ the Refineries until you consume more then dump em anyway.

Anyway.. some weird anomalies to report:

In NODOptimal.xml, I only code in one build program and omit the other 3, the personality "Balanced" won't show up in the selection menu. Example.. I change this:

<OpeningMove Name="NODStandard" Weight="25%" Difficulty="MEDIUM HARD"/>
	<OpeningMove Name="NODStandard2" Weight="25%" Difficulty="MEDIUM HARD"/>
	<OpeningMove Name="NODStandardCrane" Weight="25%" Difficulty="MEDIUM HARD"/>
	<OpeningMove Name="NODRefineryCrane" Weight="25%" Difficulty="MEDIUM HARD"/>

To this:

<OpeningMove Name="NODStandard" Weight="100%" Difficulty="MEDIUM HARD"/>
<!--
	<OpeningMove Name="NODStandard2" Weight="25%" Difficulty="MEDIUM HARD"/>
	<OpeningMove Name="NODStandardCrane" Weight="25%" Difficulty="MEDIUM HARD"/>
	<OpeningMove Name="NODRefineryCrane" Weight="25%" Difficulty="MEDIUM HARD"/> -->
And it should work as its only picking the one buildprogram 100% of the time thats in the NODOptimalOpeningMoves.xml file but wow it doesn't. Thats bloody f***ed up!

Also.. if I change this in NODOptimal.xml..

BaseCompactness="0.75"
to a higher value then 0.75 then the "Balanced" personality won't show up also. WTF!!!!!!!!!!! Blood scripting logic is on drugs. :evgr:
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#9 Hogo

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Posted 01 September 2007 - 10:57 AM

Thudo Any information you could help me with.

What do I need to Edit the AI SDK But HOW?
Where are the files?
And Any tips when doing XML?

#10 thudo

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Posted 01 September 2007 - 01:50 PM

Download the SDK + Required Files (both are found on these forums) then everything you need, once you install the SDK and required files are in the CNC3XML folder. Its all there d00d.
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#11 Hogo

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Posted 01 September 2007 - 02:57 PM

What are the Required Files?

#12 Phil

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Posted 01 September 2007 - 03:00 PM

Some special .dll files used by the Mod SDK tools. On the site you can find MM's installer, which covers all of those files :wacko:

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#13 Hogo

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Posted 01 September 2007 - 05:45 PM

to Download the Mod SDK im going to have to wait for my new BT homehub to be working because the router now seems to have nerly died so we are getting a new one. I will try and get the SDK as soon as possible. And I hope we can Make a Killer AI :grin:

#14 thudo

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Posted 04 September 2007 - 05:04 PM

Yep.. get up and running as soon as possible then we can start working as a team.
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#15 Phil

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Posted 04 September 2007 - 05:09 PM

I'm reading up on them AI parts of the documentation right now, and I'll take a look at the corresponding schemas after that. I should be... fully operational soon :p

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#16 thudo

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Posted 04 September 2007 - 05:14 PM

A primary objective to start.. simply get the GDI RocketSoliders to garrison into one GDI APC. Thats it. I'm still refining build placements. Getting close. Thanks my friend!
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#17 Phil

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Posted 04 September 2007 - 05:24 PM

I'm still in the process of acquiring an overview over the AI codes, dude... don't expect any results before tomorrow :p

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#18 Hogo

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Posted 04 September 2007 - 08:54 PM

Yep.. get up and running as soon as possible then we can start working as a team.


Thanks man :p Im trying Ive made a thread to ask for help but no luck yet :p I want GDI to Rocket APC me :p

#19 thudo

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Posted 04 September 2007 - 10:56 PM

Im trying Ive made a thread to ask for help but no luck yet

Why do we need a thread? This is our project -- noone is doing it but us. Once we figure things out, collectively, then the knowledge will be share for all to incorporate into their mods and the vanilla game itself. Hopefully, even the devs EA themselves might think more outside the box and add such AI scripts to Kane's Wrath.
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#20 Phil

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Posted 05 September 2007 - 12:16 PM

He meant the help thread to get his SDK running ;)

I've taken a look at the personalities, states and heuristics yesterday but got held up a bit by some INI modifications (had to test if I can really create a new faction that easily :p ). I'll do some more research today ^_^
Btw, uploading your current mod file would be neat.

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