Overlord AI?
And loads of things I just dont understand that you might would be good for an explanation thanks
Posted 05 September 2007 - 07:06 PM
Posted 05 September 2007 - 07:50 PM
Posted 05 September 2007 - 07:54 PM
Posted 05 September 2007 - 08:03 PM
<States State="GDIOptimalSiege" Difficulty="MEDIUM HARD BRUTAL"/> <States State="GDIOptimalSpotters" Difficulty="MEDIUM HARD BRUTAL"/>What it does: Loads the 2 Tactic triggers for all three difficulty settings
<TacticalTarget TacticalAITarget="SiegeTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="SiegeTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="SiegeTarget" MaxTeamsPerTarget="1"/>What it does: Sets the # of participants involved.
<AIStrategicStateDefinition id="GDIOptimalSiege" UnitUpgradeMultiplier="0.0"> <Heuristic> <PathToTargetHeuristic PathExists="true"/> <LateGameHeuristic/> <SiegeThresholdHeuristic SiegeMode="true" Threshold="4.0"/> </Heuristic> <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="SiegeTarget"/> <Tactic Tactic="SimpleSiege" TargetType="SiegeTarget"> <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDIJuggernaught"/> <CreateUnits UnitName="GDIJuggernaught"/> </TeamTemplate> <TeamTemplate MinUnits="6" MaxUnits="10" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition> <AIStrategicStateDefinition id="GDIOptimalSpotters" UnitUpgradeMultiplier="0.0"> <Heuristic> <PathToTargetHeuristic PathExists="true"/> <LateGameHeuristic/> <SiegeThresholdHeuristic SiegeMode="true" Threshold="4.0"/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="SiegeTarget"/> <Tactic Tactic="DefenseAvoidanceAttack" TargetType="SiegeTarget"> <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDISniperSquad"/> <CreateUnits UnitName="GDISniperSquad"/> </TeamTemplate> </Tactic> </AIStrategicStateDefinition>What it does: Builds both Sniper and Juggernauts to set up for the tactic
<AITargetingHeuristic id="ClosestStructureHeuristic" HeuristicType="EnemyStructure" ReturnTargetType="Structure" SortType="Distance" VitalKindOf="STRUCTURE" ForbiddenKindOf="NEUTRAL_TECH CIVILIAN_BUILDING WALK_ON_TOP_OF_WALL DEFENSIVE_WALL WALL_UPGRADE WALL_HUB WALL_SEGMENT WALL_GATE BASE_FOUNDATION" />
<AITargetingHeuristic id="SafestToGroundStructureHeuristic" HeuristicType="EnemyStructure" ReturnTargetType="Structure" SortType="ThreatToGround" VitalKindOf="STRUCTURE" ForbiddenKindOf="NEUTRAL_TECH CIVILIAN_BUILDING WALK_ON_TOP_OF_WALL DEFENSIVE_WALL WALL_UPGRADE WALL_HUB WALL_SEGMENT WALL_GATE BASE_FOUNDATION" />What it does: Sets the tactical behaviour of how the units get into place to make the overall tactic work.
Posted 05 September 2007 - 08:10 PM
Posted 05 September 2007 - 08:21 PM
Posted 05 September 2007 - 08:22 PM
Posted 05 September 2007 - 08:27 PM
Posted 05 September 2007 - 08:32 PM
<SkirmishOpeningMove id="GDI_EASY" Side="GDI"> <Order Build="GDICrane" /> <Order Build="GDIRefinery" /> <Order Build="GDIRefinery" /> <Order Build="GDIPowerPlant" /> <Order Build="GDIRefinery" /> <Order Build="GDIPowerPlant" /> <Order Build="GDIWarfactory" /> <Order Build="GDIWarfactory" /> <Order Build="GDIRefinery" />
Posted 05 September 2007 - 08:37 PM
Posted 05 September 2007 - 09:41 PM

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.
Posted 06 September 2007 - 01:23 AM
Posted 06 September 2007 - 12:29 PM
Posted 06 September 2007 - 01:30 PM
Posted 06 September 2007 - 04:56 PM
Save the environment, use green text

Some Bullshit Somewhere
Posted 06 September 2007 - 05:04 PM
Posted 06 September 2007 - 09:15 PM
Posted 07 September 2007 - 01:22 PM
<AIStrategicStateDefinition id="GDIUnitPreferences" UnitUpgradeMultiplier="0.0"> <Heuristic> <ConstantHeuristic Weight="999.0"/> </Heuristic> <UnitModifierByName UnitName="GDIZoneTrooperSquad" UnitPreferenceOffensiveModifier="300%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIPitbull" UnitPreferenceOffensiveModifier="175%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIAPC" UnitPreferenceOffensiveModifier="175%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIPredator" UnitPreferenceOffensiveModifier="200%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIMammoth" UnitPreferenceOffensiveModifier="300%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIJuggernaught" UnitPreferenceOffensiveModifier="300%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIGolumCannon" UnitPreferenceOffensiveModifier="150%" UnitPreferenceDefensiveModifier="100%"/> <UnitModifierByName UnitName="GDIAABattery" UnitPreferenceOffensiveModifier="100%" UnitPreferenceDefensiveModifier="50%"/> <UnitModifierByName UnitName="GDITerraformingStation" UnitPreferenceOffensiveModifier="200%" UnitPreferenceDefensiveModifier="100%"/> </AIStrategicStateDefinition>These are the standard preferences the AI gives for units. Not also it gives preferences to Defensive buildings as well. Not sure why they called the Sonic Tower the GDITerraformingStation. Very odd.
Posted 07 September 2007 - 03:17 PM
Posted 07 September 2007 - 03:30 PM
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