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Hello Modders, I literally made an account just for this.

I have been sitting on this for a while, it is the AI Schema .xml files for WrathEd. I finished making it last year since no one is able to mod AI due to missing Schemas in WrathEd and since I recently saw a question of how to mod AI, I decided to release this.

The schema is based of the Tiberium Wars .xsd files that came with the SDK, so there are no Kanes Wrath Exclusive elements or attributes if there are any.

Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath"

Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games"

I have only used to fix AI bugs (such as BlackHand wanting to use NodEngineer instead of BlackHandEngineer), so I have not done any extensive testing so there may be issues that I am unaware of.

The only issue I am aware of only relates to the viewing of the .xml files using BigView (which still may affect compilation), type; AIStrategicStateDefinition where the UnitBuilderSimpleUnitCap Entry will show 80 if any value other than 0 is used and 0 when no values or 0 is used, I think (AIStrategicStateDefinition:CM_1_4_UnitCap_Hard UnitBuilderSimpleUnitCap = 14 according to PurpleGaga KanesWrath XML file. BigView shows 80) (I noticed this with TibWars aswell). The biggest problem is I have no idea how to solve the issue. Problem Solved: Thanks Lauren

Hopefully, you should be able to mod almost anything regarding the AI and see new great potential; potential I have been sitting on (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars).

Update 1.4:

  • If you have downloaded before 1.2, I would recommend replacing with this version.
    Additionally if you have downloaded 1.2 and 1.3 are interested in viewing Tiberium Wars Definitions for AI in Tiberium Wars .big files using BigView, I also would recommend replacing with this version.
  • For those who have downloaded 1.3 and you do not want to Re-download and replace follow Patch Guide 2 below as it is a simple fix:
  • For those who have downloaded 1.2 and you do not want to Re-download and replace follow Patch Guide 1 and 2 below as it is a simple fix:

Self Patch Guide (1.2 -> 1.3 -> 1.4)

  1. Open AIPersonalityDefinition.xml file in the SkirmishAI folder, from Lines 80 to 83 there is an Entry with id "Side" under Asset "AIBuildDelayRange". Delete the Entry.
  2. Open AIStateDefinition.xml file, from lines 854 to 859 there is an Entry is id "Budget" remove IsAttribute (basically set it false).

Patch Notes:

  • 1.1: An Entry to EntryRelocation
  • 1.2: Changed more Entry to EntryRelocation
  • 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash).
  • 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled.
    Added Tiberium Wars Schemas (To view AI in Tiberium Wars)

 

SkirmishAI_1_4.zip

Edited by TheHostileNegotiator
New Version and Grammatical Errors
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Wow that sounds amazing, I have been waiting for a way to edit the Skirmish AIs in Kane Wrath allowing us to make them build our custom units/structures, and also creating new ones for Campaign maps.

 

Thank you very much.

Edited by blood1995

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If the original schema states use="optional" an attribute can be null. To represent a nullable simple type use EntryRelocation instead of Entry. The 80 you are seeing is actually just the offset to the real value.

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10 minutes ago, Lauren said:

If the original schema states use="optional" an attribute can be null. To represent a nullable simple type use EntryRelocation instead of Entry. The 80 you are seeing is actually just the offset to the real value.

You... are... an... absolute... LIFESAVER and GENIUS, Thank You

I might have to look through the rest of the files thanks to this new information

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Thank you very much for sharing!

But for me when trying to open any of the AIPersonalityDefinition files in Wrathed 1.07 it crashes unfortunately.

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1 hour ago, Boxhead78 said:

Thank you very much for sharing!

But for me when trying to open any of the AIPersonalityDefinition files in Wrathed 1.07 it crashes unfortunately.

Thank you for bringing my attention to this. I have provided a fix which you can view in the primary/starting post but for your convenience I'll post it here aswell. I apologize for the issue.

On 2/11/2018 at 5:15 PM, TheHostileNegotiator said:

Open AIPersonalityDefinition.xml file in the SkirmishAI folder, from Lines 80 to 83 there is an Entry with id "Side" under Asset "AIBuildDelayRange". Delete the Entry.

 

Edited by TheHostileNegotiator
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This information of KW AI schemas is going to be so useful that I am going to note this in the C&C3/KW Mod SDK FAQs.

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This is awesome dude, I've been wanting to see the AI XML for a long time; mainly because I made a crappy workaround to get the AI to build a different kind of expansion unit, (rather than the surveyor) by doing a name change and spoofing the command to deploy it.

With this I should be able to implement it properly, once I wrap my head around how it works.

Thanks. :D

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Glad to see Noir is happy :3

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Yeah. :)

I've kinda messed around with how GDI works, they don't have any stealth detection vehicles anymore and the surveyor does the same job as the Mobile Sensor Array as in Tiberian Sun, making GDI's attacks on Stealthed Nod more difficult.

I've been trying to achieve the weird unbalance that Tiberian Sun had, with Nod being weak but trolly and GDI having powerful units, but I want Nod to be able to fight back; (unlike how Tibsun was rushed) the changes should make Nod's support powers more deadly.

But the Rig now serves as GDI's expansion vehicle, essentially being like an assault expansion, but I had to call it the Surveyor and change the deployment stuff just so the AI would build and deploy it. :P

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Since 1.4 there is a problem I can't compile States anymore, WrathEd telling me that an element of the same key was already added.

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Work fine for me so far, what key WEd show in the error that it claim you use it twice?

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