Jump to content


Photo

Skirmish AI 3.10 Beta 1 - Post Comments In Thread!


34 replies to this topic

#21 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 07 November 2008 - 02:23 PM

reg FoF, even for stationnary unit it turns on and off and a regular pace even when no ennemy around (well i have to perform more testing to check how far 'around' is...)

But honestly is this an issue for Eldar AI's use of FoF if it turns it on/off when idle? What counts is when not idle when they are moving to and from combat. Sitting idle doesn't really make much difference as long as FoF is off in combat and on when moving or running away. The issue with the Farseer attaching to a squad then causing the FoF to go on/off rapidly is a Relic issue.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#22 troubadour

troubadour
  • Members
  • 88 posts

Posted 07 November 2008 - 03:32 PM

@Thud :
no it is not a critical issue as you said but i have also found some strange things with FoF activating/deactivating without pause as soon as FoF is activated the AI deactivate it and activate it again , repeat and rinse...
EG :
Banshee squad gets out of barrack, FoF activate, FoF deactivate, FoF activate, FoF deactivate, FoF activate and stay activated untill banshee squad reach the others units

I also saw a guardian squad (not moving) and firing at a LP1 with FoF activated (no ennemy unit around)

Will perform more testing to check if it happen often or not

#23 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 07 November 2008 - 03:37 PM

Ah.. I guess that is something with DreadNott's code or just the nature of FoF. It might be just an anomaly during the moment although I assume IsInCombat also means attacking buildings too. Maybe not.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#24 ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 07 November 2008 - 04:42 PM

The turn on/off behaviour of FoF is an Relic issue if the Farseer is attached, but if the Farseer isn't involved this should not happen. I have a look at DreadNott's code. Maybe I find the cause...

#25 Inquisitor

Inquisitor
  • Members
  • 121 posts
  • Location:Ordo Malleus

Posted 08 November 2008 - 01:42 AM

I will probably get some more mp games up tomorrow. Anything in particular that you would want us to test? Like win conditions, AI/I ally combinations, difficulty, heroes, fortress, massive etc?
The Emperor knows, the Emperor is watching.
Want to zoom out further? Try this camera mod.

#26 RobertW7928

RobertW7928
  • Members
  • 48 posts
  • Location:Australia

Posted 08 November 2008 - 08:37 AM

@ Inquisitor - What about the Ai Donations? as i recall the game went out of sync and crashed, can you fix this? if it hasn't already.

#27 Inquisitor

Inquisitor
  • Members
  • 121 posts
  • Location:Ordo Malleus

Posted 08 November 2008 - 08:48 AM

It sometimes caused sync errors and sometimes it didn't. We haven't played with it for a long time though, so it might have changed either way.
The Emperor knows, the Emperor is watching.
Want to zoom out further? Try this camera mod.

#28 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 08 November 2008 - 09:04 AM

A small update concerning the campaign (Stronghold missions). It simply looks like letting the A.I play at a player's place during a Stronghold mission results in a CTD, but if the player play it himself/herself then there's no problems and the mission along with the cut-scenes will show up and complete correctly.

And since no one lets the A.I play at their place during the campaign then there's no problems really, it was just testing purposes, and without knowing exactly the cause of the CTD I'd just say that it has to do with the cut-scenes interfering somewhere, since it always CTD's during cut-scenes, other than that the campaign works perfectly fine, including the extra modes such as Fortress and Massive Battles, etc.

I will keep doing more test tomorrow, since today I only had the time to "end" my campaign tests.

#29 dreddnott

dreddnott
  • Members
  • 60 posts

Posted 08 November 2008 - 09:53 AM

Thanks, Arkhan. I haven't had the time to look at this thread until now, let alone review my code loop.

It could be that my if/then isn't taking a certain state into account, or there is a state crossover between on and off, causing it to cycle every time. :/

#30 troubadour

troubadour
  • Members
  • 88 posts

Posted 08 November 2008 - 10:10 AM

Here is a replay with FoF activating/deactivating, AI set to Harder, Fallen city map, everything else set to std (res rate, game speed, ...) ai donations and ai high speed disabled.
At 2:09, pay attention to the guardian squad in the NE part of the map, it is a goof example of what i am talking about, guardians runs to the southern CL with FoF continuously activating/deactivating, it stopped just before they cap the point by the Statue

I hope this help

Attached Files


Edited by troubadour, 08 November 2008 - 10:11 AM.


#31 LarkinVB

LarkinVB

    title available

  • Members
  • 1,488 posts

Posted 08 November 2008 - 05:08 PM

Good luck improving the AI guys.

Don't forget to fix some stuff mentioned here.

I sold my copies of DoW but still follow the progress with interest.

Larkin

#32 Inquisitor

Inquisitor
  • Members
  • 121 posts
  • Location:Ordo Malleus

Posted 08 November 2008 - 06:50 PM

Don't forget to fix some stuff mentioned here.

Good point. It would be nice if the changelog would include reference to the bugs fixed from that thread. Some sound really simple and I think it would be really nice to include them.

I sold my copies of DoW...

HERESY! - Purge the traitor! Kidding aside, your valuable contributions will be sorely missed, Larkin! I hope that you use your skills on deserving projects. :shiftee:

Edited by Inquisitor, 08 November 2008 - 06:51 PM.

The Emperor knows, the Emperor is watching.
Want to zoom out further? Try this camera mod.

#33 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 08 November 2008 - 11:59 PM

LarkinVB, thank you for everything you've done and contributed to for the Dawn of Skirmish project. You will indeed be missed.

*shakes hand*
*gives free beer*

;)

In hope to see you around DoW II or SC II.

#34 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 09 November 2008 - 12:01 AM

Yeah thats a shocker: he actually sold DoW.. :(

Regardless, Larkin has been so instrumental to the success of the DoW AI since the beginning. We'll be the bearers of his legacy and ensure it is carried triumphantly forward into the sunset.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#35 mdcertainty

mdcertainty

    Sage-Otaku-Monk

  • Members
  • 329 posts

Posted 09 November 2008 - 11:20 AM

Thank you very much Larkin for your hard work on improving the AI.

Edited by mdcertainty, 09 November 2008 - 11:21 AM.

ec-sig-early.gif




Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users