[CC] RaVaGe Posted June 29, 2021 Share Posted June 29, 2021 On 6/27/2021 at 8:09 PM, TK3600 said: so you think FA2 has a good interface for greater potential? Oh it does, for the Ai editor. You should check out the new FA2 download in the how to make yuri's revenge maps tutorial thread. I've combined some community patches with some UX improvements of my own and repackaged it. Link to comment Share on other sites More sharing options...
McPwny Posted June 29, 2021 Share Posted June 29, 2021 not only the AI editor, but the script editor/team editor, and the AI trigger disabling/enabling features, and ability to turn off that stupid vanilla global AI. plus you can ini edit yourself some debug tools and also reload the map without rebooting the game. ive built dozens of AI's for skirmish and campaign maps from the ground up for both RA2 and TS like this. Link to comment Share on other sites More sharing options...
TK3600 Posted July 1, 2021 Author Share Posted July 1, 2021 (edited) On 6/29/2021 at 4:45 PM, McPwny said: not only the AI editor, but the script editor/team editor, and the AI trigger disabling/enabling features, and ability to turn off that stupid vanilla global AI. plus you can ini edit yourself some debug tools and also reload the map without rebooting the game. ive built dozens of AI's for skirmish and campaign maps from the ground up for both RA2 and TS like this. Oh, so you have AI made too. I wonder whose AI is better. I think we can learn from each other. I will see if I can convert my AI into your version, and edit the global AI thing you have mentioned. Edited July 1, 2021 by TK3600 Link to comment Share on other sites More sharing options...
McPwny Posted July 1, 2021 Share Posted July 1, 2021 i usually make AI for maps so i tend to make them specialized as per map theme instead of general purpose like the global ai in ai.ini, but if you want a playable example of my modified AI then the last vanilla campaign map i made "nuclear winter" featured multiple AI that make heavy use of base defense teams, pool teams, and recruitment hierarchies. in an older skirmish map i made which you can play with computers, i made random buildings spawn everywhere and scripted the AI to capture them and use them to build units and attack the enemy. both maps disable global AI and are 100% built from scratch. ill link them below incase you want to look and see Link to comment Share on other sites More sharing options...
TK3600 Posted July 2, 2021 Author Share Posted July 2, 2021 19 hours ago, McPwny said: i usually make AI for maps so i tend to make them specialized as per map theme instead of general purpose like the global ai in ai.ini, but if you want a playable example of my modified AI then the last vanilla campaign map i made "nuclear winter" featured multiple AI that make heavy use of base defense teams, pool teams, and recruitment hierarchies. in an older skirmish map i made which you can play with computers, i made random buildings spawn everywhere and scripted the AI to capture them and use them to build units and attack the enemy. both maps disable global AI and are 100% built from scratch. ill link them below incase you want to look and see Your method is much better quality, but I just dont have the energy to make one for every map. That is why I choose the global approach. Besides map specific tailoring, is there extra parameter to tweak? Link to comment Share on other sites More sharing options...
TK3600 Posted July 2, 2021 Author Share Posted July 2, 2021 19 hours ago, McPwny said: i usually make AI for maps so i tend to make them specialized as per map theme instead of general purpose like the global ai in ai.ini, but if you want a playable example of my modified AI then the last vanilla campaign map i made "nuclear winter" featured multiple AI that make heavy use of base defense teams, pool teams, and recruitment hierarchies. in an older skirmish map i made which you can play with computers, i made random buildings spawn everywhere and scripted the AI to capture them and use them to build units and attack the enemy. both maps disable global AI and are 100% built from scratch. ill link them below incase you want to look and see By the way, the map is all I needed to download right? Link to comment Share on other sites More sharing options...
McPwny Posted July 2, 2021 Share Posted July 2, 2021 yeah it is tedious to make campaign maps in general, but anyways its possible to test then port a working skirmish map AI into an AI.ini file, or as i mentioned, into a text file that anyone could insert into any map. if you do try it, just be sure to test on a skirmish map because the game handles skirmish and campaign AI very differently. its all self contained in the maps and you dont need anything extra. your ai.ini will be ignored by the maps but maby its a good idea to rename your rules.ini file while playing them so your global settings dont interfere with the AI 1 Link to comment Share on other sites More sharing options...
TK3600 Posted July 7, 2021 Author Share Posted July 7, 2021 On 6/25/2021 at 7:03 AM, McPwny said: its funny bbglas should mention fa2 here because thats actually the fastest way to build an AI; pick an 8 player map, give yourself an invincible superunit and a vehicle that deploys into an invincible spysat/map range psychic sensor, then turn off the global ai triggers under basic and build your own AI from the ground up using fa2's interface. launch the map at max speed and you can see exactly how the AI will behave in a matter of minutes with no effort. as an added perk to doing it this way, with a little renaming you can take your whole AI and port it to a text file and insert it into other maps with the insert ini feature. have you found a way to make AI reuse their harvestor after losing all ore refinery but rebuild new ones? Link to comment Share on other sites More sharing options...
McPwny Posted July 7, 2021 Share Posted July 7, 2021 no i havent. the harvesters are completely hardcoded and even if you shut the whole entire AI off, it will still try and build them. if you make the AI build them via AI trigger it will build them then immediately strip their team and send them to harvest resulting in the AI building infinity harvesters. you could try forcing the AI to periodically recruit its own harvesters which would reboot their script, but i somehow doubt it will work. Link to comment Share on other sites More sharing options...
patrikkh123 Posted October 21, 2021 Share Posted October 21, 2021 (edited) Suggestions: 1. AI does not collect crates or decompose new MCVs from the crate to the construction yard. 2. AI does not capture Secret Lab and Tech Outpost. 3. AI will not build a new base near another ore field. 4. I don't think AI repair bridges. 5. AI does not decompose Siege Chopper into a cannon. 6. Please add Dreadnought and Aircraft Carrer in water crates. Sorry for the English, I'm Slovak. Edited October 21, 2021 by patrikkh123 Link to comment Share on other sites More sharing options...
patrikkh123 Posted October 23, 2021 Share Posted October 23, 2021 (edited) Kde je aktualizácia? Edited October 24, 2021 by patrikkh123 Link to comment Share on other sites More sharing options...
patrikkh123 Posted October 24, 2021 Share Posted October 24, 2021 AI not build Battle Lab and buildings after Lab. AI not garrissoning Battle Bunker. Link to comment Share on other sites More sharing options...
mitta Posted December 8, 2021 Share Posted December 8, 2021 ai problems i found 1. they often clog up by bridges 2. v3 launcher & dreadnought missile fly's random across map (not shure about the boomer) ai mods suggestions 1. destroy surrounding buildings when building space is to small to make room 2. engineer rebuild bridges (not shure if this one is already in it ) 3. build defence around oil dariks/tech airport ect when captured 4..bigger hovercraft attack (it's just one now if im correct) 5. ai hunt crates (when found a difrent mcv they build it) 6. ai use yuri prime to attack and sell enemy base like i said not sure if some of those are already in your script. so far i realy loved your IA's made the game 10 tmes better in my opinion so keep up the good work i hope your still moding or at least someone else is continuing your work ? Link to comment Share on other sites More sharing options...
Eerie Posted October 11, 2022 Share Posted October 11, 2022 Having fun so far with the AI mod. Link to comment Share on other sites More sharing options...
Sniffeh Posted December 17 Share Posted December 17 (edited) On 12/27/2017 at 1:37 AM, TK3600 said: https://www.dropbox.com/sh/kwiimgv5z5ee0sr/AABo-urDDg_fuuv5K99qTYZka?dl=0 Version: 1.19.05.16 You need to put the files in the main folder. In addition to AI improvement, changes include some mild balance change, mostly country unique units. There is only buff no nerf, and the buffs are very mild. Please don't feel intimidated. Notable AI changes: AI create larger task force and better unit composition. No more 4 grizzly tanks feed in hopelessly. Siege units are now able to maintain proper distance. Prism tanks and V3 actually use their range advantage instead of going into middle of your base. If you are used to turtling behind a few prism towers you better watch out! AI actually use navy now. In addition to larger forces, they will use naval bombardment. AI capture tech buildings better. They will capture oil derick sooner so players do not have monopoly over it. AI will build 2 war factories now and 2 air base. AI used to only build 1 factory which is a weakness in late game. This will compensate that. Larger air base means planes will not just damage, they can destroy a target. Misc changes like smarter super weapon usage, improved base defense, and etc. My philosophy is making AI smarter, not making it cheat like having more money. Well, at least not making it cheat more than it already does. There are still some more changes to be made, like making them do complex amphibious invasion. Overall I am proud of my changes, and I have yet to see better mods out there doing this. I am sharing this with you guys. Feel free to give me any suggestions on where to improve, I am here to listen. Follow this post for updates on this mod. It will be updated frequently(usually weekly). If the point of this mod is to ramp up the AI's cheating to a whole new level, then well done, you've nailed it. Seriously, we need a mod that stops the AI from cheating. I can barely build half of my base before an enemy tech or a spy disguised as a solider walks right into my base and steals my construction yard. And I'm playing the game on easy. This is just ridiculous. Edited December 17 by Sniffeh Link to comment Share on other sites More sharing options...
BRCKHAN88 Posted Sunday at 05:00 PM Share Posted Sunday at 05:00 PM On 12/18/2024 at 12:47 AM, Sniffeh said: If the point of this mod is to ramp up the AI's cheating to a whole new level, then well done, you've nailed it. Seriously, we need a mod that stops the AI from cheating. I can barely build half of my base before an enemy tech or a spy disguised as a solider walks right into my base and steals my construction yard. And I'm playing the game on easy. This is just ridiculous. Hello, If you definitely get bored from unfair conditions, you should try my mod pack at your earliest available time HERE IS THE LINK!.. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now