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#1 hamburg100

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Posted 24 December 2008 - 06:10 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.

Edited by hamburg100, 24 December 2008 - 06:11 PM.


#2 Ridder Geel

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Posted 25 December 2008 - 12:06 AM

I'm not sure if this is defined somewhere, infantry also cant attack walls so that may be the reason, but i will have a look :grin:


-------------------------------------------------------------
ok if you give all those infantry units this KindOf: CAN_ATTACK_WALLS they can destroy the gate :mad2:
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.

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#3 hamburg100

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Posted 25 December 2008 - 05:20 PM

tried it, but it didn`t work. i added CAN_ATTACK_WALLS to the kindof - line of the gondorfighters, but i still can`t attack the gate with them. does anyone know if there is a new see-mod version in which it is fixed? - anyway, thanks for the fast reply

#4 Lurtzy

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Posted 25 December 2008 - 10:01 PM

I believe it is this found in armor.ini

;------------------------------------------------------------------------------
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 hamburg100

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Posted 26 December 2008 - 01:46 PM

already tried this, didn`t work

#6 Sûlherokhh

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Posted 26 December 2008 - 05:31 PM

Make sure to adjust the armor set that is actually used by the gates. It's very probable the gates use other armor sets than walls.

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#7 Ridder Geel

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Posted 26 December 2008 - 07:08 PM

All helm's deep's gates use this armor:
DefaultWallArmor
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#8 Sûlherokhh

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Posted 26 December 2008 - 07:18 PM

Oh yeah, i forgot. AI only attacks farms on it's own. You might wanna edit the gate object and give it a Threat category for the AI. I've been meaning to update all the Citadel-map objects, but i got preoccupied with DolGuldur and the AI base setup. :lol:

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.

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#9 Ridder Geel

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Posted 26 December 2008 - 07:21 PM

But his problem was that his own units could not attack the gate... so that has nothing to do with the AI...
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#10 Sûlherokhh

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Posted 26 December 2008 - 07:27 PM

You already explained how to add this ability. The other half should be plain AI stupidity:

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?

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#11 Ridder Geel

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Posted 26 December 2008 - 07:33 PM

That is true :lol:
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.

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#12 hamburg100

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Posted 27 December 2008 - 02:47 AM

i just edited original see files and i`m sure that i didn`t picked the wrong files. i tried to add "CAN_ATTACK_WALLS" to the gondorfighters but when i play motw i can`t attack the gate with them. the armor-thing didn`t worked, too. Ridder Geel you are absolutely right, AI is not important until this is fixed.

#13 Lurtzy

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Posted 27 December 2008 - 04:55 PM

Wait, when you put SLASH in the armor list, you put a percentage higher than 0 right? (just making sure :p )

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#14 hamburg100

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Posted 27 December 2008 - 08:08 PM

i chose 500

#15 Ridder Geel

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Posted 27 December 2008 - 08:43 PM

Maybe use 100 thats a bit more realistic :p
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#16 Sûlherokhh

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Posted 27 December 2008 - 08:46 PM

What does it matter how much damage the soldiers do if they hit when they are unable to attack?

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#17 Lurtzy

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Posted 27 December 2008 - 09:06 PM

My point was, if it is zero, you will not be able to attack it. I don't know what RG was talking about :p

Trying to hold on...


#18 Ridder Geel

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Posted 27 December 2008 - 09:20 PM

Have you tried removing these Kindofs? WALL_GATE & BLOCKING_GATE (It might screw up the gates 'function' :p

Edited by Ridder Geel, 27 December 2008 - 09:21 PM.

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#19 hamburg100

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Posted 28 December 2008 - 05:22 AM

sounds interesting - i`m gonna try this tomorrow. thanks for your patience with this problem

#20 hamburg100

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Posted 31 December 2008 - 03:45 AM

well, i changed these parameters for the helms deep gates but it didn`t worked. so i replaced the whole civillianbuildings folder. now it`s finally working and the ai attacks. thanks!




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