Edited by hamburg100, 24 December 2008 - 06:11 PM.
attacking conditions?
#1
Posted 24 December 2008 - 06:10 PM
#2
Posted 25 December 2008 - 12:06 AM
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ok if you give all those infantry units this KindOf: CAN_ATTACK_WALLS they can destroy the gate
But you will most likely need to edit some values in \data\ini\default\skirmishaidata.ini
In this list:
SkirmishAIData TheSkirmishAIData ;---------------------------------------------------------------------------------------------------- ; Combat Chain definitions ; describes priority modifier that unit types give to other unit types ; the function works as follows: ; TargetPriority = PriorityFromAIData.ini + TargetPriorityModifier/AttackPriorityDistanceModifier ; ; effectively it means number of WorldBuilder units closer this type of unit appears to the targeting system ; a modifier of -1.0 means "never auto-acquire" ;---------------------------------------------------------------------------------------------------- CombatChainDefinition InfantryCombatChain Unit = INFANTRY TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 0.0 0.0 50.0 0.0 50.0 150.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition ArcherCombatChain Unit = ARCHER TargetTypes = STRUCTURE BATTLE_TOWER INFANTRY CAVALRY ARCHER PIKEMAN WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = -1.0 -1.0 350.0 0.0 0.0 100.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition CavalryCombatChain Unit = CAVALRY TargetTypes = STRUCTURE PIKEMAN CAVALRY ARCHER INFANTRY BATTLE_TOWER SIEGEWEAPON WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 50.0 0.0 50.0 150.0 50.0 100.0 200.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition PikemanCombatChain Unit = PIKEMAN TargetTypes = ARCHER PIKEMAN INFANTRY CAVALRY BATTLE_TOWER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 0.0 0.0 0.0 100.0 100.0 50.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition SiegeWeaponCombatChain Unit = SIEGEWEAPON TargetTypes = CAVALRY INFANTRY ARCHER PIKEMAN BATTLE_TOWER STRUCTURE WALL CREEP HERO SIEGEWEAPON TargetPriorityModifiers = 0.0 0.0 200.0 0.0 700.0 500.0 500.0 0.0 0.0 0.0 End CombatChainDefinition StructureCombatChain Unit = STRUCTURE TargetTypes = CAVALRY INFANTRY ARCHER PIKEMAN SIEGEWEAPON CREEP HERO TargetPriorityModifiers = 0.0 0.0 0.0 50.0 100.0 0.0 50.0 End CombatChainDefinition ArcherCombatChain Unit = BATTLE_TOWER TargetTypes = INFANTRY CAVALRY ARCHER PIKEMAN WALL TargetPriorityModifiers = 350.0 50.0 50.0 100.0 -1.0 End CombatChainDefinition CreepCombatChain Unit = CREEP TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE SIEGEWEAPON WALL HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 0.0 0.0 0.0 0.0 0.0 0.0 -1.0 0.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition HeroCombatChain Unit = HERO TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP CREEP_STRUCTURE HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 150.0 150.0 150.0 150.0 0.0 -1.0 100.0 0.0 200.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition BattleShipCombatChain Unit = SHIP_BATTLESHIP TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE TargetPriorityModifiers = 0.0 0.0 0.0 0.0 0.0 -1.0 0.0 0.0 100.0 100.0 100.0 End CombatChainDefinition BombardShipCombatChain Unit = SHIP_BOMBARD TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE TargetPriorityModifiers = 0.0 0.0 0.0 0.0 500.0 -1.0 0.0 0.0 100.0 100.0 100.0 End CombatChainDefinition SuicideShipCombatChain Unit = SHIP_SUICIDE TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE TargetPriorityModifiers = -1.0 -1.0 -1.0 -1.0 0.0 -1.0 -1.0 -1.0 100.0 100.0 100.0 End ;---------------------------------------------------------------------------------------------------- ; Global Tuning Paramaters ;---------------------------------------------------------------------------------------------------- DefaultTargetThreatRadius = 300.0 BrutalDifficultyCheats TheBrutalDifficultyCheats BuildCostReduction = 15% BuildTimeReduction = 15% End DifficultyTuning EasyTuning Difficulty = EASY EconomyMaxFarms = 3 EconomyUpgradeProbability = 1 : 1050 ;//When the AI decides to build a farm SpecialPowerActivationProbability = 1 : 250 ;//When the AI decides to activate a spell or hero power OffensiveTacticActivationProbability = 1 : 500 ;//When the AI decides to activate an offensive tactic End DifficultyTuning NormalTuning Difficulty = NORMAL EconomyUpgradeProbability = 10 : 100 SpecialPowerActivationProbability = 10 : 150 OffensiveTacticActivationProbability = 1 : 1 End ;---------------------------------------------------------------------------------------------------- ; System Toggles ;---------------------------------------------------------------------------------------------------- DisableBaseBuilding = No DisableEconomyBuilding = No DisableUnitBuilding = No DisableScienceUpgrading = No DisableUnitUpgrading = No DisableTacticalAI = No DisableTeamBuilding = No DisableWallBuilding = No ;//The side that you as the player would normally control will be controlled by an AI ;//experimental... will probably crash MakeAllSkirmishSidesAIControlled = No ;------------------------------------------------- ; Engineering Parameters (Designer no touchy) ;------------------------------------------------- TeamIdleCheckRadius = 20.0 TeamTimeUntilConsideredIdle = 3.0 DefenseTreeNodeRadius = 200.0 End
You will need to make sure that the WALL is not set to -1.0
Edited by Ridder Geel, 25 December 2008 - 12:14 AM.
#3
Posted 25 December 2008 - 05:20 PM
#4
Posted 25 December 2008 - 10:01 PM
;------------------------------------------------------------------------------ Armor DefaultWallArmor ; generic wall armor Armor = DEFAULT 0%;10% ;this sets the level for all nonspecified damage types Armor = SIEGE 100% ;siege damage Armor = PIERCE 0%;1% ;archer damage Armor = FLAME 0%;1% ; Armor = STRUCTURAL 0%;100% ;structural damage (from structure arrows) Armor = LOGICAL_FIRE 0%;1% ;Fire ; Armor = CRUSH 10%;; End
Notice nothing can attack walls but SIEGE. Add SLASH and swordsmen should be able to attack walls.
Trying to hold on...
#5
Posted 26 December 2008 - 01:46 PM
#6
Posted 26 December 2008 - 05:31 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#7
Posted 26 December 2008 - 07:08 PM
DefaultWallArmor
#8
Posted 26 December 2008 - 07:18 PM
ThreatBreakdown ThreatBreakdown_ModuleTag AIKindOf = WALL End
ThreatBreakdown ThreatBreakdown_ModuleTag AIKindOf = BATTLE_TOWER End
Either one will do, but i used BATTLE_TOWER for all vital defense structures in the S.E.E. mod and the priorities in skirmishaidata.ini reflect that.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#9
Posted 26 December 2008 - 07:21 PM
#10
Posted 26 December 2008 - 07:27 PM
hi folks, i m working on my own version of the see-mod and would like to know where it s defined that infantry can not attack gates, like the one in helms deep. it causes that the skirmish ai does not attack with units, because they all can t attack this gate - except for artillery.
If there is still trouble then it could be the engine doesn't read the files. Are they placed where the game can read them? Do you modify the original mod files or adding your own set?
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#11
Posted 26 December 2008 - 07:33 PM
The AI in Helms deep attacks 1-3 times with a siege weapon (or such) and then if he fails to destroy the door he gives up hope
If a misplacement of files is the case, it would explain alot
Edited by Ridder Geel, 26 December 2008 - 07:33 PM.
#12
Posted 27 December 2008 - 02:47 AM
#13
Posted 27 December 2008 - 04:55 PM
Trying to hold on...
#14
Posted 27 December 2008 - 08:08 PM
#15
Posted 27 December 2008 - 08:43 PM
#16
Posted 27 December 2008 - 08:46 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#17
Posted 27 December 2008 - 09:06 PM
Trying to hold on...
#18
Posted 27 December 2008 - 09:20 PM
Edited by Ridder Geel, 27 December 2008 - 09:21 PM.
#19
Posted 28 December 2008 - 05:22 AM
#20
Posted 31 December 2008 - 03:45 AM
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