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#1 Master_Jochen

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Posted 31 December 2007 - 10:52 AM

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.

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 thudo

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Posted 02 January 2008 - 06:49 AM

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.

Thanks Jochen for your interest and yep we could use your feedback.

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.

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?

and i still dont understand the build time in sec for the buildorder , what is that?

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.
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#3 Master_Jochen

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Posted 07 January 2008 - 06:11 AM

I will figure out whats possible with the ai soon

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 thudo

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Posted 07 January 2008 - 02:18 PM

Well WOW.. Jordan! FANTASTIC news indeed! This has been some of the best news in months especially since the 1st expansion is drawing closer.
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#5 Master_Jochen

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Posted 07 January 2008 - 05:01 PM

im working on find the basics... like whats possible and what not
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 Phil

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Posted 07 January 2008 - 05:05 PM

Garrison means to enter an object with your infantry and have them stationed there (besetzen, in diesem Fall).
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#7 Master_Jochen

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Posted 07 January 2008 - 07:14 PM

Thanks allot dident know you are german too.

do you know if its possible to have a team atacking one building by ingnoring all enemy units on his way?

#8 thudo

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Posted 07 January 2008 - 07:21 PM

Yes that is done all the time.. existing tactical scripts exist that prioritize the targets. You should easily see these especially with Bombers going anti-economy hunting.
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#9 Master_Jochen

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Posted 07 January 2008 - 07:46 PM

then i gues ive done somthing wrong
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 thudo

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Posted 07 January 2008 - 08:10 PM

I believe you have to derive it from this existing script:

<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 Master_Jochen

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Posted 07 January 2008 - 08:17 PM

Yes

#12 Master_Jochen

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Posted 07 January 2008 - 08:36 PM

but its possible to build own heuristics ? or not

#13 thudo

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Posted 07 January 2008 - 09:03 PM

As far as I know, YES you can build you own but be warned: we have tired adding our own or editing existing scripts to which the game kindly CTD (Crashes to Desktop). Not too pretty. If you can get by this, I'd love to know how.
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#14 Master_Jochen

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Posted 08 January 2008 - 05:58 AM

And Thanks for telling my.But now i ve a nother question.
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. :grin:

#15 thudo

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Posted 08 January 2008 - 06:04 AM

That hasn't be discovered yet how to switch Firehawks to AA (if its even possible). I would rather have the AI build AA emplacements around if it sees you massing aircraft. Also, getting the AI to send a squad of Bombers JUST TO KILL YOUR SUPERWEAPON like you do is also desirable. There is ALOT we'd like to do but if the bloody game is so anally-retentive to even the most minor code changes then WTF? It takes long enough to load each game and I have a very powerful comp so can't imagine how frustrating this would become for someone with a lesser machine. I mod AI for Dawn of War: Dark Crusade and soon the 3rd expansion, SoulStorm and its 100x easier to make major code changes. Further, the AI logic is incredibly forgiving and easy to debug seriously issues but it easily resolves itself if something goes foul. Not C&C3 - pretty stupid hence the reason I need a 2nd XML opinion on the code.
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#16 Master_Jochen

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Posted 09 January 2008 - 07:20 PM

Im sooooo disapointed i tryed so mutch to make the firehawk yust attack one building
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 thudo

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Posted 09 January 2008 - 07:25 PM

Hmm.. these states should work as they are set to focus on a target. So mix either these two:

<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 Master_Jochen

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Posted 09 January 2008 - 09:24 PM

i tryed this
<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 Hogo

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Posted 10 January 2008 - 08:32 AM

Congratz On this guys :unsure: Ive been watching but not posting seems you guys have been busy, One we can finaly get somewhere with this modding I will be open to AI modding :sad: Until Then good luck :D

#20 Master_Jochen

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Posted 10 January 2008 - 09:18 AM

Thanks man.
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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