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#21 Hogo

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Posted 26 November 2007 - 09:40 PM

Ok I spoke with Thudo And he agreed it was time for an update from behind the scenes of our work chat :)

Me and thudo have been planning many things for the AI and We have many Team specific and Personality Specific Move sets (Rush tactics)

First off Ive been doing nod planning we have

Flame Tanks Rush 2 Tanks Stealthed and Attack Cranes War facs.
Bike rush vs miners we planned a super bike rush 10 Bikes vs Miners destroy their eco.
Shadow team rush vs Cranes and Power early attack

We have also been planning to see if we can get Master mind capture place sig transmitter Mother Ship and BAM! to make AI more human.

Also 4 Firehawks Vs Battle labs.

2 Vertigos Vs jugganaughts.
8 Verts Vs MCV's
Vertigoes Aroun the side and attack supers aggressvly

Also make decent use of powers.

:thumbsupsmiley: These are what we have now more updates soon!

PS. Anyother suggestion will be greatly appreciated.

Edited by hogo, 26 November 2007 - 10:00 PM.


#22 Spikey00

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Posted 26 November 2007 - 11:28 PM

Sounds satisfying right now, although I am sure that Thudo will come up with many other brilliant ideas.

Cheap tactics which I say employ with the brutal computer would be to:

Eject infantry when APC's are almost going to expire.
Sell buildings when they are almost going to expire.

And I don't know anymore else for now for being cheap.

Tactics would be:

Assist teammates when under attack, although should not divert too much attention to them.

When base is almost destroyed, and MCV is still active, start to plant buildings around surviving team territories.

Get base patrols consisting of different units.

Develop attacking directions similar to the Guerrilla type, while diverting attention to a main line, and send occasional forces through the sides/etc.

Resist from sending artillery units alone towards enemy forces, especially the Scrin forces.

Learn to retreat. Includes using the retreat direction control command.

Squish infantry while firing at more important targets, such as tanks.

Protect Heroic units when possible.

Send critically damaged units back to base to recover if possible.

Utilize air units more commonly.

Beam Cannons to focus energy to obelisks from as far back as possible from enemy waves when idle.

Always use most efficient targeting. eg. Vertigo's should focus on slow vehicles/structures instead of infantry and rapidly moving vehicles.

Send stealth detecting units to tiberium fields if facing against NOD occasionally.

GDI should start using the secondary function of the Firehawks, although this might be hard to implement...

Firehawks should not use their instant move ability over to heavily defended areas.

All AI's should always defend their bases if attacked with available units.

Turtle should construct another MCV and place it somewhere further way safely.

AI should focus on removing superweapons with mass units if timer is approaching near to activation.

AI should attack neutral buildings if it is to their disadvantage, esp. Scrin. This includes structures which are not available for garrison, and are in the way of weapon targeting.

Corrupters should force attack wounded infantry units/etc. when idle.

All vehicles should squish infantry if they are able to kill over their own unit price.

Upgraded Scorpion Tanks and other heavy units should recognize to squish infantry when nessicary, such as Zone Troopers if the situation is appropriate.

Well... this is all I have for now. Perhaps I shall develop other ideas later. ;]

Hopefully this shall help you a bit.

#23 thudo

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Posted 27 November 2007 - 01:00 AM

Eject infantry when APC's are almost going to expire.

AI doesn't garrison infantry into APCs. I'd love to script that but have never seen it happen. There are no scripts right now to allow that action.

Btw.. WoW..

I think we need to organize that list like this..

GDI
~~~
- Firehawks - use secondary function (you mean its Air-to-Air missiles?)
- Firehawks - should not use their instant move ability over to heavily defended areas.
- Firehawks - use a squadron of 4 primarily as enemy TechLab busters

NOD
~~~
- Beam Cannons - focus energy to Obelisks from as far back as possible from enemy waves when idle.
- Vertigo Bombers - should focus on slow vehicles/structures instead of infantry and rapidly moving vehicles.
- Scorpions - when upgraded should recognize to squish infantry when necessary, such as Zone Troopers if the situation is appropriate.
- Flame Tank + 2 Tanks Stealthed Rush against enemy cranes/war factories.
- Bike Anti-Eco Rush against enemy miners (8+ bikes in squadron).
- Shadow team rush against enemy cranes and power early attack
- Vertigos x 2 against enemy Juggernauts
- Vertigos x 8 going enemy MCV busting! OUCH!!!!
- Vertigo squadron aggressively attacking enemy buildings and Superweapons relentlessly.

SCRIN
~~~~~
- Should attack neutral buildings if it is to their disadvantage. This includes structures which are not available for garrison, and are in the way of weapon targeting.
- Corrupters - should force attack wounded infantry units/etc. when idle.
- SCRIPT THE IMPOSSIBLE - get Mastermind to capture enemy building, place Signal Transmitter beside it, create the Mother Ship and BAM !!!!!!!!!!!! gg.

General Gameplay
~~~~~~~~~~~~
- Eject infantry when APC's are almost going to expire (but AI cannot garrison into transports currently!)
- Sell buildings when they are almost going to expire.
- Assist teammates when under attack, although should not divert too much attention to them.
- When base is almost destroyed, and MCV is still active, start to plant buildings around surviving team territories.
- Get base patrols consisting of different units.
- Develop attacking directions similar to the Guerrilla type, while diverting attention to a main line, and send occasional forces through the sides/etc.
- Resist from sending artillery units alone toward enemy forces, especially the Scrin forces.
- Learn to retreat. Includes using the retreat direction control command.
- Squish infantry while firing at more important targets, such as tanks.
- Protect Heroic units when possible.
- Send critically damaged units back to base to recover if possible.
- Utilize air units more commonly.
- Send stealth detecting units to tiberium fields if facing against NOD occasionally.
- All AI's should always defend their bases if attacked with available units.
- Turtle should construct another MCV and place it somewhere further way safely.
- AI should focus on removing Superweapons with mass units if timer is approaching near to activation.
- All vehicles should squish infantry if they are able to kill over their own unit price.

Dies of exhaustion.. :rolleyes:
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#24 Spikey00

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Posted 28 November 2007 - 02:44 AM

Haha, that is now pretty organized. Here are a few more...

General:
- All AI's should focus target on any enemy expansion units when in range.
- AI should frequently target a single unit when they are able to.
- AI should utilize Mutant Hovels.
- AI should build off Tiberium Silos which give the one time money benefit when captured. (Neutral building.)
- AI should capture Expansion Towers more frequently and utilize them.
- AI should not surpass their power supply frequently.
- AI should detect if Phase Field support is used on their units, and retreat them. If Mammoth Tank/Tripod/Avatar, then they should start squishing enemy groups.
- AI should retreat Juggernaut/Tripod/Avatar units away from approaching commandos.
- AI should attempt to establish an outpost/etc. ASAP at the beginning of the round to a secondary tiberium field if possible.

NOD:
- Should learn to deviate the enemy by using abilities such as Radar Jammer.
- Should use stealth units to attack lone harvesters.
- Should use the Stealth support power to kill groups of enemy infantry when economy is strong, the cost of those infantry units are high, when their own infantry aren't near the target, and when it would benefit them the most.
- Infantry should avoid tiberium fields, and should ignore when their infantry are immune. Should not move other infantry onto tiberium fields, such as Black Hands.

GDI:
- Infantry should avoid tiberium fields, excluding immune infantry.

Scrin:
- AI should use the teleport ability of the Mastermind, particularily for Assimilators.
- AI should occasionally save Tripods/other vehicles/infantry from danger with the Phase Field unless the value of the units are not higher than the use cost of the Phase Field.
- AI should use Phase Field with Tripods and release them on a squishing rampage when near groups of enemies.
- AI should move Tripods fused with Buzzers to enemy infantry while targetting more significant targets such as vehicles or structures.
- AI Devastators should attack the most largest group of units within range.

Phew, that wasn't really a few. =P

#25 Hogo

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Posted 28 November 2007 - 04:30 PM

Thanks for the lists Great help :mad2: I will try with thudo to get a lot of these into game.

EDIT: I was thinking of making AI reverse move back to its war factorys if the enemy has a bigger force. High tech force though other wise could spam pitbulls and make AI mammouths retreat lol

Edited by hogo, 28 November 2007 - 04:48 PM.


#26 Mighty BOB!

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Posted 02 January 2008 - 06:37 AM

Ooh, it has been a while since I dropped by this project; great to know thudo got some of his problems resolved.
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#27 thudo

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Posted 02 January 2008 - 06:44 AM

Nothing has been resolved - I'll need a second opinion on XML coding as to why this darn game refuses to work when you make even the most rudimentary changes to the XML scripting. Bloody ticks me right off when the game can crash over such basic logic changes. Frick'n real temperamental.

I asked Dark Lord of the Sith to help out if he could so we can collaborate together on resolving this well before the 1nd expansion arrives.
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#28 Phil

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Posted 02 January 2008 - 07:52 PM

I'm sorry to say that I can't, I've got way too little time at hand for everything, so I had to stop modding for the time being. At least until I've sorted some other stuff.

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#29 thudo

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Posted 02 January 2008 - 09:12 PM

Understood, DLotS.. Take yer time.
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#30 Spikey00

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Posted 18 January 2008 - 01:26 AM

Ahh, darn. =[

Although hopefully Master Jochen will support you along? =/

#31 Hogo

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Posted 19 January 2008 - 09:56 AM

Lets hope, We need to try and get somethings working before expansion release so we can convert them over.

#32 Spikey00

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Posted 19 January 2008 - 07:39 PM

I definitely wish all of you the best of luck and skill with this... Especially to Thudo. ;P

If you require any help, why don't you request some assistance in the CNC 3 Forums, unless you have? I am sure they will answer your questions there.

#33 thudo

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Posted 19 January 2008 - 09:20 PM

Hell only comes from those who wish to commit to actually write scripts and testing them in-game.

AI Development (which I have been apart of in Dawn of War and all 3 expansions which 3rd one comes in March) totally requires ALOT of playtesting time and knowledge of scripting. You have to possess a RAW PASSION for this work to get sh*t done. Right now, my commitments are a little skewed coupled with the fact the C&C3 engine is really unforgiving it seems with major changes.

I need people to run some tactical tests but be willing to script XML - playtesting is ONE thing, scripting is the real deal maker.
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#34 Spikey00

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Posted 20 January 2008 - 06:44 PM

Hell only comes from those who wish to commit to actually write scripts and testing them in-game.

AI Development (which I have been apart of in Dawn of War and all 3 expansions which 3rd one comes in March) totally requires ALOT of playtesting time and knowledge of scripting. You have to possess a RAW PASSION for this work to get sh*t done. Right now, my commitments are a little skewed coupled with the fact the C&C3 engine is really unforgiving it seems with major changes.

I need people to run some tactical tests but be willing to script XML - playtesting is ONE thing, scripting is the real deal maker.


Ahh... Well hopefully there will be a day of high tollerance, or tollerable people willing to assist you.
I have no knowledge whatsoever about scripting, let alone Java. =[




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