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RST007

AI problem, want to make hem harder

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Hi there,

 

I made some small changes in the number of troops the AI uses, but it's not enough of what i want to make hem do.

If i destroy a bridge the AI sends (standard) an engineer but doesnt repair the bridge, i want to know how i can make hem do that.

Also in the map "arctic circle" he does'nt send an engineer with boat to tech airport to use paradrop, it would be great if i know how to make such tasks.

I read Deezire guide about ai editing, but if some1 could give me an example of how i can make the AI doing this i would rather understand more, then i do now.

What i also wanted to do, is make the ai build more teslacoils and airdefenses, send me more tanks. He makes enough tanks at this moment but he does'nt send them to me.

The most of the time i'm playing multiplayer, i hope this works multiplayer to? :D

 

What my "goal" is at this moment, i want to make the AI rush my base, like for example in mental omega's mod.

at this moment i didn't made any changes in the game, because this is for me the most important thing to learn, making a good AI.

 

Any tips/hints/guides? ;)

 

Regards,

 

Robin

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The AI is a mammoth undertaking, take it from me. I'm rescripting the entire Yuri's Revenge AI from the ground up. If you have Dee's AI guide, you're on the right track.

 

The AI works like this - an AI trigger calls a team type which has BOTH a script type and task force attached to it.

- Task forces contain units.

- Script types contain what the AI should do with it.

- Team types define other properties like aggression and other priorities.

- The AI triggers contain conditions for triggering the action and weighting on it so it doesn't constantly choose the same one over and over. I suggest modifying the success/failure delta tags in the rules so that the AI will be a little more variable with its attacks.

 

I'd start with simple attack scripts and then work on other things. You can have the AI repair bridges but it's a big pain.

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ok thanks Destiny,

 

Did'nt know it was so hard to script it. what delta tags are you meaning in the Rulesmd.ini?

I've already changed most of the rulesmd what deez's guide is talking about. (teamcap's etc)

 

Another question then: i would try to make my own buildings, have all the software (shp builder etc) for it.

What's the best way to start from complete scratch (or maybe try to edit it from other games)

I've no expirience on this part of modding, only thing i know is YR argentina for resources. Now it's maybe time to make my own things ;)

 

regards,

 

 

Robin

 

btw: how long re you edting? :D

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Did'nt know it was so hard to script it.

It is if you don't pay attention to what you're doing. Diagnosing AI crashes is the biggest pain.

 

what delta tags are you meaning in the Rulesmd.ini?

AITriggerSuccessWeightDelta=
AITriggerFailureWeightDelta=
AITriggerTrackRecordCoefficient=

These.

 

I've already changed most of the rulesmd what deez's guide is talking about. (teamcap's etc)

That's a good start to make them more aggressive. The [AI] section has a bit of sway as well; however not nearly as much. Though, you can try to force the AI to find new attack routes presumably with [AI] if it's blocked.

 

Another question then: i would try to make my own buildings, have all the software (shp builder etc) for it.

What's the best way to start from complete scratch (or maybe try to edit it from other games)

SHP Builder is all you really need for cut-and-paste work. To do your own entirely, you need a 3D studio application like 3DS Max.

 

I just use public resources from YR Argentina, PPM, defunct sites like DDM and RA2: SW and the big Chinese pack geno got me.

 

I've no expirience on this part of modding, only thing i know is YR argentina for resources. Now it's maybe time to make my own things ;)

You could. We need some new talent in the community and it would make your mod very unique.

 

btw: how long re you edting? :D

Way too long...

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