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Re: AI mod suggestions.

Posted: Fri Apr 07, 2017 5:51 pm
by TommyCD1
Well if you ever want to know what a specific line of code or set or whatnot does to an AI, you can go ahead and ask and I'll try to explain the best to my ability. It's been awhile since I've really dug into AI things and I could use the practice explaining to people, as can be seen by my older posts... :zZz:

Re: AI mod suggestions.

Posted: Fri Apr 07, 2017 9:27 pm
by sout12
Well my only concern with the AI is how to get them to build more quicker, which i know you currently don't know because you said you need to experiment but thats the only thing i want to know with the AI

Or you know how the AI are very prioritized and want to wait until they finish that one priority before they go to another, anyway to make them like such as building dump trucks to a certain number if they could possibly build a barracks in the process of the dump trucks

Re: AI mod suggestions.

Posted: Tue May 23, 2017 4:50 pm
by DreadedGhoul575
sout12 wrote: Fri Apr 07, 2017 9:27 pm Well my only concern with the AI is how to get them to build more quicker, which i know you currently don't know because you said you need to experiment but thats the only thing i want to know with the AI

Or you know how the AI are very prioritized and want to wait until they finish that one priority before they go to another, anyway to make them like such as building dump trucks to a certain number if they could possibly build a barracks in the process of the dump trucks
I remember Tommy giving me DR2 stuff, which allows easy editing of the script. Maybe sometime he may post/give them you?

Re: AI mod suggestions.

Posted: Tue May 23, 2017 6:12 pm
by TommyCD1
Okay, I created a masterpost for said equipment.
viewtopic.php?f=34&t=2423#p13303

Re: AI mod suggestions.

Posted: Sun Jun 04, 2017 5:52 am
by DreadedGhoul575
Tanks2 doesn't upgrade HQ for me, plus mpgb doesn't work. Advanced Infantry, is an exact copy of default.x

Re: AI mod suggestions.

Posted: Sun Jun 04, 2017 1:47 pm
by TommyCD1
Advanced Infanty is not made by me, and it appears to be intentionally the same as deault. The only difference I can find is that it has a different priority on building units, which also happens to be the very same difference between aggressive and defensive AI, so I guess that makes a difference in some cases.

Tanks2 doesn't seem to wanna cooperate. I've notice the error in not upgrading, however no mods or fixes I've applied seem to correct the issue, not even in a maxrush environment. The only thing that I've changed that made it work was starting position on the map, so I have no idea what's wrong with it...
idk
Finally, mpgb is an exact copy of gb, but made to be picked in multiplayer matches. The original gb is designed to play with an already made base, so it does not upgrade anything or build towers by default. If mpgb on your end is simply building an HQ, a barracks, and a few grunts and grenadiers, then keep in mind the mpgb is working properly. If you want a gb AI that does stand alone, try using gbfix instead.

Re: AI mod suggestions.

Posted: Mon Jun 05, 2017 9:40 am
by DreadedGhoul575
TommyCD1 wrote: Sun Jun 04, 2017 1:47 pm Advanced Infanty is not made by me, and it appears to be intentionally the same as deault. The only difference I can find is that it has a different priority on building units, which also happens to be the very same difference between aggressive and defensive AI, so I guess that makes a difference in some cases.

Tanks2 doesn't seem to wanna cooperate. I've notice the error in not upgrading, however no mods or fixes I've applied seem to correct the issue, not even in a maxrush environment. The only thing that I've changed that made it work was starting position on the map, so I have no idea what's wrong with it...
idk
Finally, mpgb is an exact copy of gb, but made to be picked in multiplayer matches. The original gb is designed to play with an already made base, so it does not upgrade anything or build towers by default. If mpgb on your end is simply building an HQ, a barracks, and a few grunts and grenadiers, then keep in mind the mpgb is working properly. If you want a gb AI that does stand alone, try using gbfix instead.
Was just mentioning, in case you wanted to remove AIs, that weren't working. Overall, tens is still the best on maxrush.

Re: AI mod suggestions.

Posted: Mon Jun 05, 2017 10:39 am
by TommyCD1
I'd rather not remove any AI's, as they all technically function. Even the slightest difference makes a new AI, and a much variation is good for a game this old.

By the way, I was thinking recently of making an improved default AI, one that corrects a bug that prevents it from making all of it's squads at once.

Re: AI mod suggestions.

Posted: Tue Jun 06, 2017 2:10 pm
by DreadedGhoul575
TommyCD1 wrote: Mon Jun 05, 2017 10:39 am I'd rather not remove any AI's, as they all technically function. Even the slightest difference makes a new AI, and a much variation is good for a game this old.

By the way, I was thinking recently of making an improved default AI, one that corrects a bug that prevents it from making all of it's squads at once.
That sounds good.

Re: New personalities for the AI.

Posted: Wed Nov 22, 2017 7:06 pm
by sout12
Hey Tommy, are you still editing AIS ?