C&C3 Advanced AI objectives list.
#21
Posted 05 September 2007 - 07:06 PM
Overlord AI?
And loads of things I just dont understand that you might would be good for an explanation thanks
#22
Posted 05 September 2007 - 07:50 PM
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#23
Posted 05 September 2007 - 07:54 PM
I also Dont have a clue what Files I should be looking at any thoughts?
#24
Posted 05 September 2007 - 08:03 PM
I'm on all building placements and general teching.
What comes next is tactics. This is what I need you chaps to look at then we can start merging code.
For example.. for the GDI AI to create a Sniper Squad then go to outside the enemy's base, create a 2xJuggernauts and then, using the Sniper's to paint the area so the Juggernauts fire from incredible range we have the following (using the GDIOptimal personality for example):
File: \CnC3Xml\SkirmishAI\Personalities\GDIOptimal.xml
Lines:
<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.
File: \CnC3Xml\SkirmishAI\States\GDIOptimalStates.xml
Lines:
<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
File: \CnC3Xml\SkirmishAI\Targets\AITargetHeuristics.xml
Lines:
For Juggernauts:
<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" />
For Snipers:
<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.
Essentially, the hardest part of creating a tactic for 2 or more units to involve themselves cooperatively is the script you create in \CnC3Xml\SkirmishAI\States\GDIOptimalStates.xml . Thats where all the fun is.
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#25
Posted 05 September 2007 - 08:10 PM
#26
Posted 05 September 2007 - 08:21 PM
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#27
Posted 05 September 2007 - 08:22 PM
I guess thats done in opening moves?
#28
Posted 05 September 2007 - 08:27 PM
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#29
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" />
I changed this around But I dont know 1 if it will work and 2 How do I compile a mod Its hard.
#30
Posted 05 September 2007 - 08:37 PM
2) There is a thread I created in the CNC3.net Editing forum on this. Go there.
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#31
Posted 05 September 2007 - 09:41 PM
You (thudo) are still working that way though, is that correct?
Also somehow the speedup didn't take effect, but maybe that's just the pure old "cannot override gamedata.ini" thing.
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#32
Posted 06 September 2007 - 01:23 AM
As for why the game isn't running super-fast: if you guys want the .big file I created that makes the game so insanely stupidly quick just PM me your emails and I'll send it.
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#33
Posted 06 September 2007 - 12:29 PM
Just An idea. Also Them changes I made didnt take effect is there a way to change that build order I created to a brutal AI and make the weighting higher if so how?
Also Where Can I get the Gamedata or could you upload yours thudo with the FPS change and the Ai override things that would help me greatly:)
Thanks Hogo
#34
Posted 06 September 2007 - 01:30 PM
What it gives:
o AI controls human player
o Insane Game Speed (good for quickly testing games)
o Camera now can zoom in super-low
How to get it working:
Simple. Unzip the attachment below into your <installed CNC3 folder>\Core\1.8. Thats it!
Run the game as usual.
Attached Files
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#35
Posted 06 September 2007 - 04:56 PM
Save the environment, use green text
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#36
Posted 06 September 2007 - 05:04 PM
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#37
Posted 06 September 2007 - 09:15 PM
Thanks
#38
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.
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#39
Posted 07 September 2007 - 03:17 PM
#40
Posted 07 September 2007 - 03:30 PM
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