AI crashes when playing my new faction.
#1
Posted 22 March 2011 - 11:51 AM
I added the faction to the AI and began to test but from the first attempt, the faction crashed 10/15 mins in. I have noticed that if after 5 mins into a game, I send Rohan some money through the Ally window, that they will attempt to spend it on the thing that causes the crash and immediately cause the game to crash.
Has anyone got any idea what could possibly be causeing this?
Thanks a million Guys.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#2
Posted 22 March 2011 - 12:22 PM
RIP 2323
#3
Posted 22 March 2011 - 02:37 PM
#4
Posted 22 March 2011 - 06:58 PM
There's no CaH's in my skirmishaidata.ini, I wonder if you meant in the playertemplate.ini? Also, I have no CaH's on the map setup im using to test everything.
I think its something to do with the Fortress though, I have removed everything else at one point or another and it still crashes. I have removed all the Heroes and it still crashes so think its not them. I think it might be something to do with the ExpansionPads but I cant seem to find any thing there yet.
Added: Righty, I just removed all the commandsets from the ExpansionPads but it still crashed. I then removed all the upgrades from the fortress commandset but that didn't work so now Im well baffeled. Its a reall stumper!!! lol.
Edited by Titan Cronus, 22 March 2011 - 07:26 PM.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#5
Posted 22 March 2011 - 07:43 PM
if it doesn't crash then you know for sure its that faction, if you still cant find it then maybe post the code for that faction and its buildings and have others check over it, something is wrong and its hiding in a hard to find place...
could it be a building upgrade? like a level 3 barracks or forge and... no you said you tested it... manually and it all worked for you... well I'm lost, has to be an AI conflict of some sort if its not that map.
RIP 2323
#6
Posted 22 March 2011 - 09:02 PM
No, deff not the map, I have been using this particular map for testing new factions for ages now. The only changes the map has is when I add the new player to the player list.
Yep, the first thing I thought was actually the structure upgrades but I have taken all the structures out one be one. I even took out all the buildings completley (so it was just the fortress) just to make sure.
It's quite strange really, everything is just an edited copy of something else so I know it all should work. It's only the usual things that have been changed, like models, animations and commandsets really. This is like the fifth faction that I have made now so I have a pretty good idea what Im doing but this is just soo oddd.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#7
Posted 22 March 2011 - 09:33 PM
1- Has to be the fortress.
2- I didn't see you mention taking out the fortress upgrades.
3- The AI does upgrade its fort sooner or later.
IMPORTANT: 4- It has to do with money because when it gets enough it probable buys the upgrade and when the upgrade is finished it probably makes the game crash.
I am just thinking about it logically... I did see you mention that you took out upgrades but it doesn't say you did it for the fortress... Could it possible be the Hex coding?
Those are my 2 best guesses...
Hopefully this helps... you could also check by going to Playertemplate.ini and change the factions fortress to lets say goblins and see if it still crashes...
Edited by Dragon Rider, 22 March 2011 - 09:35 PM.
#8
Posted 22 March 2011 - 09:51 PM
Though you are right, testing the AI with a different fortress would determine if the problem lies there.
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#9
Posted 22 March 2011 - 10:07 PM
I'll go swap the fortress now and see if that helps.
Thanks a million ; )
Added: I just swapped the fortress for the Angmar one and it still crashed when I gave them some money.
Earlier I was seeing how much money I had to give them before they tried to buy what ever it is thats crashing the game. I waited until they had 500/600 and then would give them another 1000 but this would not cause a crash. I could pretty much see what they spent the money on, the moment I sent the money, the builder would run off and start building something. Sometimes I would see a few hundred get spent and shortly after a unit would emerge. I then tried sending 1500 and that caused a crash.
Sooo.... I reckon that it is quite possible that whatever they're spending it on costs about 1500/2100. The only things that cost that much that I can think off are the rohan heroes but it crashed even with all them removed. I thought of the strusture upgrades again but I removed all the strustures too, and have also seen all of them level up to level2 and some to level3 so really can't be them. I'll just have to keep looking.
Edited by Titan Cronus, 22 March 2011 - 10:43 PM.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#10
Posted 23 March 2011 - 09:49 PM
WTF is going on?!
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#11
Posted 25 March 2011 - 12:09 AM
ArmyDefinition RohanArmy Side = Rohan ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 80% MustUseCommandPointPercentage_Phase3 = 75% StructureRebuildPriorityModifier = 200% DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 80.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 100.0 ;// (the bigger this number is the faster a unit will bubble to the top when ;// we're low on units) EconomyBuilderMinFarmsOwned = 5 EconomyBuilderMinMoney = 200 EconomyBuilderPerFarmValue = 70 EconomyBuilderPerSecPriorityIncreaseBase = 30.0 EconomyBuilderMinTimeBetweenFarms_Rush = 15.0f; PercentToSave_Rush = 1.0% PercentToSave_MidGame = 3.0% PercentToSave_EndGame = 4.0% PhaseDuration_Rush = 270.0 ;//amount of time in seconds from the beginning of a match PhaseDuration_MidGame = 280.0 ;//amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 80% UpgradeSciencePriorityNormalLow = 200.0 UpgradeSciencePriorityNormalHigh = 700.0 UpgradeSciencePriorityImportantLow = 750.0 UpgradeSciencePriorityImportantHigh = 1000.0 UnitUpgradePriorityLow = 100.0 UnitUpgradePriorityHigh = 200.0 ;// ;// TEAM BUILDER PARAMETERS ;// MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as ;//an assumed threat when building the team ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team ;//If there are no currently built units of the specific type an AI constructed team is looking for ;//it can search for replacements of a different type that are already built ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements CombatChainSearchDepthForTeamRecruits_AttackTeams = 2; CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7; CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7; ;// ;// TACTICAL AI PARAMETERS ;// ;// the number and types of targets that the AI is simultaneously interested in at any given point TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY MaxTeamsPerTarget = 1 2 1 1 SecondsTillTargetsCanExpire = 14.0 ChanceForTargetToExpire = 50% MaxBuildingsToBeDefensiveTarget_Small = 2 MaxBuildingsToBeDefensiveTarget_Med = 5 ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target ChanceToUseAllUnitsForDefenseTarget_Small = 10% ChanceToUseAllUnitsForDefenseTarget_Med = 25% ChanceToUseAllUnitsForDefenseTarget_Large = 75% ;// ;// ARMY UNIT DEFINITIONS ;// AIEconomyAssigment RohanFarmNew TemplateName = RohanFarmNew End AIWallNodeAssignment RohanWallHub TemplateName = MiddlemenWallHubSmall :Need to make Rohan walls!!! End ArmyMemberDefinition RohanFighterHorde_Member Unit = RohanFighterHorde ;infantry PercentageOfArmyPhase1 = 40.0 PercentageOfArmyPhase2 = 40.0 PercentageOfArmyPhase3 = 30.0 End ArmyMemberDefinition BRohanArcherHordeNew_Member Unit = RohanArcherHordeNew ;archer PercentageOfArmyPhase1 = 35.0 PercentageOfArmyPhase2 = 35.0 PercentageOfArmyPhase3 = 35.0 End ArmyMemberDefinition RohanRoyalGuardNewHorde_Member Unit = RohanRoyalGuardNewHorde ;cavalry PercentageOfArmyPhase1 = 40.0 PercentageOfArmyPhase2 = 45.0 PercentageOfArmyPhase3 = 30.0 End ArmyMemberDefinition RohanSpearmenNewHorde_Member Unit = RohanSpearmenNewHorde ;pikeman PercentageOfArmyPhase1 = 25.0 PercentageOfArmyPhase2 = 25.0 PercentageOfArmyPhase3 = 25.0 End ArmyMemberDefinition RohanEnt_Member Unit = RohanGenericEnt ;siege weapon PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 20.0 End ArmyMemberDefinition RohanEnt_Member1 Unit = RohanEntFir ;siege weapon PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition RohanEnt_Member2 Unit = RohanFirBirch ;siege weapon PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 10.0 End ;ArmyMemberDefinition Rohan??????Horde_Member ; Unit = Rohan??????Horde ;elite archer ; PercentageOfArmyPhase1 = 0.0 ; PercentageOfArmyPhase2 = 25.0 ; PercentageOfArmyPhase3 = 30.0 ;End ;ArmyMemberDefinition Rohan??????Horde_Member ; Unit = Rohan??????Horde ;elite ????? from inn ; PercentageOfArmyPhase1 = 10.0 ; PercentageOfArmyPhase2 = 25.0 ; PercentageOfArmyPhase3 = 30.0 ;End ArmyMemberDefinition RohanRohirrimNewHorde_Member Unit = RohanRohirrimNewHorde ;elite cavalry PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 25.0 End ;ArmyMemberDefinition Rohan??????Horde_Member ; Unit = Rohan??????Horde ;super elite ????? ; PercentageOfArmyPhase1 = 5.0 ; PercentageOfArmyPhase2 = 10.0 ; PercentageOfArmyPhase3 = 20.0 ;End ArmyMemberDefinition ElvenBattleShip_Member Unit = ElvenBattleShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.02 End ArmyMemberDefinition ElvenFireShip_Member Unit = ElvenFireShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.02 End ArmyMemberDefinition ElvenShoreBombardShip_Member Unit = ElvenShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.02 End ArmyMemberDefinition ElvenTransportShip_Member Unit = ElvenTransportShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ;// ;// HEROES ;// HeroBuildOrder = ElvenGaladriel_RingHero RohanMerry RohanEowyn RohanEomer RohanTheoden OffensiveBuildings = RohanWellNew RohanHeroStatueNew RohanBattleTower End
PlayerTemplate FactionRohan Side = Rohan PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = RohanPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = RohanPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = RohanPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = RohanPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionRohan DefaultPlayerAIType = RohanSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_RohanFaction ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero RohanMerry RohanEowyn RohanEomer RohanTheoden ; BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
Thanks a Million for looking guys.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#12
Posted 26 March 2011 - 04:40 PM
I just canged the faction from Rohan to Rohirrim and it all seems to work now. I wonder if there was some conflict with the old Rohan stuff, who knows. Anyway, its all working now.
Thanks a million guys.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#13
Posted 01 May 2011 - 12:44 PM
A bit late I know, but this will NOT stop the AI from using the ability. The power does not have to be present in the AI's commandset in order for it to be able to use it! As long as the object has an AISpecialPowerUpdate with a valid commandbutton, then, if I remember correctly, then the AI can activate that commandbutton regardless of its presence in the object's commandset (and regardless of restrictions on that commandbutton; see Sulherokhh's AI Guide this site).I removed the upgrade buttons from the fortress commanset so that they couldn't be baught , do you think that would have worked for the IA?
#14
Posted 03 May 2011 - 06:10 PM
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
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