Hope my post works
#1
Posted 31 December 2007 - 10:52 AM
Im very intressted in Ai . I programmed ai for Colobot and other programing games.
i readed the whole treat(or how you call this) and i dident understand if its posible to tell the ai witch
kind of defense to build.
and i still dont understand the build time in sec for the buildorder , what is that?
#2
Posted 02 January 2008 - 06:49 AM
Thanks Jochen for your interest and yep we could use your feedback.Hope this post apeers in the right category...im new here and german so sorry for my bad english
Im very intressted in Ai . I programmed ai for Colobot and other programing games.
It seems to be dynamic - you cannot specify defensive buildings as the AI is programmed to lay certain ones down based on the threat type. I've tried to force, for example, GDI Sonic Emitter towers but the game just crashes even if I up the % likelihood. Its VERY frustrating when a game engine can easily break its AI so easily - its even more when there is no infrastructure to tell us in a dumped log file as to why?i readed the whole treat(or how you call this) and i dident understand if its posible to tell the ai witch
kind of defense to build.
Thats a good question, I can only figure thats the time the Ai has to fulfil the order to build that buildorder. Otherwise, it gets reset and waits to restart it. Unsure though as there are no docs on this.and i still dont understand the build time in sec for the buildorder , what is that?
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#3
Posted 07 January 2008 - 06:11 AM
and im thinking of programming an easy editor for the ai so people with have no idea of programming or just a little can build ai too.My hollyday is over now so it will take a little while longer.
#4
Posted 07 January 2008 - 02:18 PM
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#5
Posted 07 January 2008 - 05:01 PM
my biggest proble is my english ...so i ve no idea what is garrison
and cause imm german my game is in geran and so my unit names in german
but ill make it maby with a little help from you guys
#6
Posted 07 January 2008 - 05:05 PM
If you have problems understanding a post, just send me a Private Message and I'll translate when I have time.
By the way: LEO helps
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.
#7
Posted 07 January 2008 - 07:14 PM
do you know if its possible to have a team atacking one building by ingnoring all enemy units on his way?
#8
Posted 07 January 2008 - 07:21 PM
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#9
Posted 07 January 2008 - 07:46 PM
1 ive tryed to make my own Heuristic like this
<AITargetingHeuristic id="VIPHeuristic" HeuristicType="Prioritized" ReturnTargetType="Structure"> <PrioritizedKindOf>CONSTRUCTION_YARD</PrioritizedKindOf> <PrioritizedKindOf>FS_WAR_FACTORY</PrioritizedKindOf> <PrioritizedKindOf>FS_AIR_FIELD</PrioritizedKindOf> <PrioritizedKindOf>FS_TECH_CENTER</PrioritizedKindOf> <PrioritizedKindOf>FS_RADAR</PrioritizedKindOf> <PrioritizedKindOf>FS_BARRACKS</PrioritizedKindOf> </AITargetingHeuristic>then i tryed to make a state witch calls this heuristic
<AIStrategicStateDefinition id="GDIKillAll" UnitUpgradeMultiplier="0.0"> <Heuristic> <PathToTargetHeuristic PathExists="true"/> <OverrunLateHeuristic> <LateGameHeuristic/> </OverrunLateHeuristic> </Heuristic> <TargetHeuristic TargetHeuristic="VIPHeuristic" TargetType="Structure"/> <Tactic Tactic="FlankAttack" TargetType="Structure"> <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDIFireHawk"/> <CreateUnits UnitName="GDIFireHawk"/> </TeamTemplate> </Tactic> <UnitModifierByName UnitName="FireHawk" UnitPreferenceOffensiveModifier="0%" UnitPreferenceDefensiveModifier="0%"/> </AIStrategicStateDefinition>and then i added in the main personality script
<States State="GDIKillAll" Difficulty="MEDIUM HARD BRUTAL"/>but wenn they start they fly in the direction of the conyard but atack units on there way or they fly on the positoin of the conyard but then they turn around and atack some other building can you tell me what ive done wrong dude?
#10
Posted 07 January 2008 - 08:10 PM
<AIStrategicStateDefinition id="GDIOptimalDirectAttack2" UnitUpgradeMultiplier="0.0"> <Heuristic> <TimerHeuristic StartTime="181s" EndTime="-1s"/> <PathToTargetHeuristic PathExists="true"/> <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.5"/> <FocusedThresholdHeuristic/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="FocusedTarget"/> <Tactic Tactic="DefenseAvoidanceAttack" TargetType="FocusedTarget"> <TeamTemplate MinUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition>See the DefenseAvoidanceAttack and FocusTarget? Try that or mix/match the scripts.
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#11
Posted 07 January 2008 - 08:17 PM
#12
Posted 07 January 2008 - 08:36 PM
#13
Posted 07 January 2008 - 09:03 PM
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#14
Posted 08 January 2008 - 05:58 AM
Me and my frind we often play versus Ai But we always use the same cheap trick to kill the super weapons of the ai.
We just send in 9 firehawks to destroy the superweapon.So it would be awesome to have a ai have firehawk backup
witch destroy enemy flying units as soon they are not in the radius of a aa gun,that should be possible but do someone know if its possible to force the ai to have firehawks switched to air air missles that would be cool .
and thanks a lott guys for your answers.
#15
Posted 08 January 2008 - 06:04 AM
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#16
Posted 09 January 2008 - 07:20 PM
I made a priorety Heuritic
I said ForbiddenKindOf= .....
I Tryed to use superweapon as target type
but always the same happens My jets ignor wat they got tould and attack first all the fighting units before they attack
something else
............
#17
Posted 09 January 2008 - 07:25 PM
<AIStrategicStateDefinition id="GDIOptimalDirectAttack1" UnitUpgradeMultiplier="0.0"> <Heuristic> <TimerHeuristic StartTime="0s" EndTime="180s"/> <PathToTargetHeuristic PathExists="true"/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="FocusedTarget"/> <Tactic Tactic="DefenseAvoidanceAttack" TargetType="FocusedTarget"> <TeamTemplate MinUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition>or
<AIStrategicStateDefinition id="GDIOptimalDirectAttack2" UnitUpgradeMultiplier="0.0"> <Heuristic> <TimerHeuristic StartTime="181s" EndTime="-1s"/> <PathToTargetHeuristic PathExists="true"/> <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.5"/> <FocusedThresholdHeuristic/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="FocusedTarget"/> <Tactic Tactic="DefenseAvoidanceAttack" TargetType="FocusedTarget"> <TeamTemplate MinUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition>with
<AIStrategicStateDefinition id="GDIOptimalBombingRuns" UnitUpgradeMultiplier="0.0"> <Heuristic> <LateGameHeuristic/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToAirStructureHeuristic" TargetType="BombingAirstrike"/> <Tactic Tactic="SimpleAttack" TargetType="BombingAirstrike"> <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK AIRCRAFT BOMBER_AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> </TeamTemplate> </Tactic> </AIStrategicStateDefinition>
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#18
Posted 09 January 2008 - 09:24 PM
<AIStrategicStateDefinition id="GDIKillAll2" UnitUpgradeMultiplier="0.0"> <Heuristic> <LateGameHeuristic/> </Heuristic> <TargetHeuristic TargetHeuristic="VIPHeuristic" TargetType="FocusedTarget"/> <Tactic Tactic="SimpleAttack" TargetType="FocusedTarget"> <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK AIRCRAFT BOMBER_AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> <CreateUnits UnitName="GDIFirehawk"/> </TeamTemplate> </Tactic> </AIStrategicStateDefinition>
combined with taht heuristic
<AITargetingHeuristic id="VIPHeuristic" HeuristicType="Prioritized" ReturnTargetType="FocusedTarget"> <PrioritizedKindOf>CONSTRUCTION_YARD</PrioritizedKindOf> <PrioritizedKindOf>FS_WAR_FACTORY</PrioritizedKindOf> <PrioritizedKindOf>FS_AIR_FIELD</PrioritizedKindOf> <PrioritizedKindOf>FS_TECH_CENTER</PrioritizedKindOf> <PrioritizedKindOf>FS_RADAR</PrioritizedKindOf> <PrioritizedKindOf>FS_BARRACKS</PrioritizedKindOf> </AITargetingHeuristic>and in the personality file i just left this over
<TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>if im a total idiot, please code mix it for me
#19
Posted 10 January 2008 - 08:32 AM
#20
Posted 10 January 2008 - 09:18 AM
I tryed to find a *.big editor but the only one i found cant open the importend files the Manifest ini where all the goodies are stored . somewehere there mmust be a section witch sayes how mutch raffeneries the ai build when it goes to a nother tiberium field and to attack every singel unit un its way to a target...
I Just working on cnc3 cuse i love cnc3 I ve been playing it since the first cnc came out im a real fan of the cnc serie
So for me itz not the time to give up now...
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