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grimreaper219
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Posted: 19 Dec, 2011
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Joined: 17 Mar, 2010 Posts: 15
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With some toying around, I found the apparent problem with my AI not building their energy supplies, it was because of a SC mod which wasn't ported I had enabled. Whoops.
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Stashrdr
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Posted: 22 Dec, 2011
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Joined: 22 Dec, 2011 Posts: 5
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Hey all,
I am one of Sprouto's guinea pigs, we affectionately call him the cybran "brain in the jar" when it comes to this stuff. I have been bugging him to find a way to zip out his work for critique, but, I think its a lengthy process and quite frankly I dont know much about code.
As a player, I can attest that alot of his changes have radically improved the performance. We originally stopped playing years ago because of the bottlenecks. We usually play 3-4 humans vs 2AI and it starts to slow down roughly after about 1 hour (ingame time) along with 1000 unit cap on 40x40. Not only is the AI absolutely ferocious but he is stable. It does eventually bog down but at that point we are well on to finishing at least one of the AI which sometimes betters the performance.
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HTKatzmarek
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Posted: 22 Dec, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Well, if there's any way you can 'zip' up some of it, that'd be great. I'd love to try some things to speed up the AI.
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AwarE
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Posted: 27 Dec, 2011
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Joined: 12 Mar, 2007 Posts: 134 Location: Australia
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Hi Sorian,
I have enjoyed your AI for many years…Thanks for you efforts.
I was wondering if you could point me in the right direction on a few issues:
1. Is it possible to stop the Aeon Sorian Turtle AI [my fav] building the Experimental Resource Generator… if it is, whom do I badger to do it? Unless the death nuke damage is reduced it would be best for the AI not to bother building this unit.
2. I have loaded FAF 3610, that now includes your brilliant AI, but there is a problem with BlackOps mods. I have the basic 3 BlackOps mods enabled [5.2 Unleashed + Balance + Support] but the Sorian AI Turtle only builds the Aeon experimental gunship and no other Aeon BlackOps units. For some reason the Sorian AI is not calling the BlackOps units correctly under 3610. I have not tested other factions.
BTW under 3599 at GpG the Sorian Turtle built a range of BlackOps units.
3. Under 3610 there are many AI lobby features missing:
a. Set a numerical multiplier for the AI's income b. Set a numerical multiplier for the AI's build speed c. Ability for the AI to have a controlled number of land and naval expansion bases d. Randomization function which made the AI act a bit more "human"[20%] e. Ability to set unit restrictions, that stayed locked in from one game to the next. f. Customization of AI behaviors - Omni Radar g. Ability to fill out empty slots with selected AIs h. Sorting maps by those with FA map markers.
I hope some of these functions are in the pipeline to be incorporated with FAF lobby?
I guess the real bother for Co-Op TeamPlay is that we have lost AI difficulty... because the AI does not build the powerful BlackOps units... but at the same time humans can build all of them, including the UEF Assault Bot Mk2. Its just not a fair fight. The twist is that we can not go back to 3599 because to load 3610 we were required to remove Sorian AI from \gamedata... catch22
Much appreciated roj
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Exavier Macbeth
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Posted: 27 Dec, 2011
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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1) You could write a simple unit hook to reduce the deathnuke or remove the unit from the build menu. Granted those would effect every player. If you want it to just effect the AI then you could hook the platoon files and just add a condition on the template used for the resource generator that is impossible for the AI to achieve. 2) See my latest comment on that subject in the BO thread (don't feel like copying it here). Basically the issue is on the FAF side of things and probobly tied to whatever they are doing to make Sorians mod plug & play. Unless there is something inherent to patch 3601+ that sorians AI can handle. I believe he stopped working on this project shortly before 3601 beta was announced, partially because he was hired by GPG to work on SupCom2 AI for them  3) All those control options where handled by LEM and its plugins... Since FAF doesn't use LEM thats probably why they are missing lol. You will have to talk to the FAF crew about that as well.
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Kenquinn
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Posted: 27 Dec, 2011
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Joined: 05 Mar, 2007 Posts: 1724
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2) Probable cause for what is breaking Sorian AI's custom unit support in FAF has been posted on the FAF forums.
_________________
the86th wrote: Lambda is weird, weird things happen.
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tfp
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Posted: 27 Dec, 2011
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Joined: 18 Apr, 2008 Posts: 49
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Stashrdr wrote: Hey all,
I am one of Sprouto's guinea pigs, we affectionately call him the cybran "brain in the jar" when it comes to this stuff. I have been bugging him to find a way to zip out his work for critique, but, I think its a lengthy process and quite frankly I dont know much about code. Yeah you'd pretty much need to zip the modified files, and if the work was just done within the base version it would break playing with the rest of the world. Personally I'll play the game once every 6 months or more with one friend so it doesn't matter if I can't play with anyone else. The large lua files can be unzipped and in them there are many smaller "text" files. You'd almost need to unzip and diff each one to find out the changes then package them up (assuming the work has been done in the base lua files.). That would keep the UL/DL smaller but there would need to be a simple read me on how to put the new files into the existing luas. Really shouldn't be that hard.
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Spinfx
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Posted: 24 Jan, 2012
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Joined: 01 Sep, 2011 Posts: 15
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Requesting an engineer from an AI ally is quite useful, but we can't seem to reciprocate. Is there any way to do so?
It would be helpful since I often choose to start maps in a corner position with my AI ally shielding me from the other teams, because I'm allergic to zerg rushes and would rather he take the heat >__> On the other hand throwing your ally to the dogs is counterproductive to winning so it would be nice if I could toss my AI teammate an occasional unit or building.
I usually help out by building some early point defenses near him but this requires me to actually do it; it would be nice if I could just gift him an engineer and let him handle it. Whether he actually uses it to good effect or stupidly builds another factory is another story...
Admittedly this is usually only a problem in smallish (<=10km) maps where the starting points are near each other. I like the challenge of surviving the early rush but it gets annoying when my ally is left without a base and his ACU ends up just standing there looking sad.
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Domino
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Posted: 27 Jan, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, I dont know if this small bug has been mentioned before.. however i shall post it anyway.. often in almost all games if not all games i get this bug.. it is in regard to this function.. Code: SetLandTargetPrioritiesSorian = function(self, priTable) for i = 1, self:GetWeaponCount() do local wep = self:GetWeapon(i) if wep:GetBlueprint().CannotAttackGround then continue end for onLayer, targetLayers in wep:GetBlueprint().FireTargetLayerCapsTable do if string.find(targetLayers, 'Land') then wep:SetWeaponPriorities(priTable) break end end end end the function is in ai/AIBehaviors.lua in your schook folder.. the bug is basicly its trying to loop FireTargetLayerCapsTable when it sometimes is nil the function needs a check to see if FireTargetLayerCapsTable actually contains something before the loop.. i have done a quick walkaround to this with a modbluprints hook to loop all unit weps and add an empty FireTargetLayerCapsTable table if its nil Code: function DMS_FixSorianFireTargetLayerCapsTable(bp) if not bp then return end if bp.Weapon and table.getn(bp.Weapon) > 0 then for id, wepBp in bp.Weapon do if not wepBp.FireTargetLayerCapsTable then bp.Weapon[id].FireTargetLayerCapsTable = {} end end end end if you could fix this though that would be awesome  im also seeing alot of this error.. might not be related to your AI but i might aswell post it anyway seeing as its an AI function.. Code: WARNING: Error running lua script: attempt to get as int a nil value stack traceback: [C]: in function `BuildPlatoon' ...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua(735): in function `AssignBuildOrder' ...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua(636): in function <...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua:619> if its not related to your code, you might have a surgestion as to what is causing the error..  cheers...
_________________ Domino. ______________
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duke19d
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Posted: 28 Jan, 2012
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Joined: 28 Jan, 2012 Posts: 2
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Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods
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brandon007
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Posted: 28 Jan, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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duke19d wrote: Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods If it says connecting, your obviously not playing Skirmish.
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duke19d
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Posted: 28 Jan, 2012
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Joined: 28 Jan, 2012 Posts: 2
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brandon007 wrote: duke19d wrote: Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods If it says connecting, your obviously not playing Skirmish. i totaly do ! it only comes when i installed sorian ia mod ! so maybe the mod is only for english version ?!
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brandon007
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Posted: 28 Jan, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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duke19d wrote: brandon007 wrote: duke19d wrote: Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods If it says connecting, your obviously not playing Skirmish. i totaly do ! it only comes when i installed sorian ia mod ! so maybe the mod is only for english version ?! Probably.
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AlkaiserGJV
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Posted: 29 Jan, 2012
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Joined: 16 Jun, 2008 Posts: 29
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duke19d wrote: brandon007 wrote: duke19d wrote: Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods If it says connecting, your obviously not playing Skirmish. i totaly do ! it only comes when i installed sorian ia mod ! so maybe the mod is only for english version ?! Make sure you have the right version for your game. If you have the steam version, get the 2.1.2 AI. Otherwise, use 2.1.1 The most recent Lobby Enhancement Mod 4.6 will cause the "Connecting..." issue if installed to a non-steam version of the game.
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RxTEAM
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Posted: 14 Mar, 2012
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Joined: 02 Jun, 2010 Posts: 188
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Hi, AlkaiserGJV wrote: duke19d wrote: brandon007 wrote: duke19d wrote: Hi, sry but the Sorian AI mod dont work for me ..
when i start play skirmish it just say "Connecting..." and nothing happens i wait 2 mins without result.
i have the German version of the game Forged Alliance and i have the newst Patch and no other mods If it says connecting, your obviously not playing Skirmish. i totaly do ! it only comes when i installed sorian ia mod ! so maybe the mod is only for english version ?! Make sure you have the right version for your game. If you have the steam version, get the 2.1.2 AI. Otherwise, use 2.1.1 The most recent Lobby Enhancement Mod 4.6 will cause the "Connecting..." issue if installed to a non-steam version of the game. No - maybe - No ....  Clarify : Only english -> No , have FA 3603beta german - no problem in skirmish/Multiplayer AI V 2.1.1 <> 2.1.2 -> maybe , have , as non steam player, the 2.1.1 version - runs flawless LEM 4.6 cause Issues -> No , have installed , no problems in skirmish. (mmh ... but have the BigPreview LEM addition mod too - so it is maybe a little chance that the 4.6 mod alone here get problems ... but very unlikely ...) Regards R-TEAM
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RickVic
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Posted: 20 Mar, 2012
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Joined: 20 Mar, 2012 Posts: 5
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I have little problems with this mod If the lobby is also installed and I start a skirmish game, my pc wants to connect ? than nothing happens. I have the german version of the game and there is only a message "Verbindung wird hergestellt" (Connection is establishing) and then nothing happens. but the game did not crash, i can cancel the try. if I delete the files for the lobby the skirmish game starts normal, but I see only the normal KIs ? Did the sorian Ki replace the names of the standard KI ? this is how I install the mod : http://s1.directupload.net/file/d/2835/imjfbpvr_jpg.htmThis is what I see in game : http://s14.directupload.net/file/d/2835 ... ov_jpg.htmGame version is 3599, mods used Total Mayhem 1.6 and Orbital Wars 1.1, DVD Version I hope you can help because I hear a lot of good things about this AI
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sorian
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Posted: 20 Mar, 2012
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Joined: 28 Feb, 2007 Posts: 4123 Location: Marysville, WA USA
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I take it you are not using the Steam version of the game? Then, you should be using version 2.1.1.
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RickVic
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Posted: 20 Mar, 2012
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Joined: 20 Mar, 2012 Posts: 5
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Oh !
No its a german "Gold Version" SP & FA together on one DVD
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RickVic
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Posted: 20 Mar, 2012
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Joined: 20 Mar, 2012 Posts: 5
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Thanks ! Seems to work right now, will test the AI tomorrow 
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Domino
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Posted: 22 Mar, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Im seeing this bug alot, Code: WARNING: Error running lua script: attempt to get as int a nil value stack traceback: [C]: in function `BuildPlatoon' ...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua(735): in function `AssignBuildOrder' ...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua(636): in function <...e\gamedata\lua.scd\lua\sim\factorybuildermanager.lua:619> i would fix this myself, but cant without directly altering your AI scd.. could you possibly apply a fix? or surgest what is causing it.. also something else a little thing... when your the uef in sandbox mode and you or he AI build a fatboy the log is spammed with fatboy has no target could you possibly remove this log thx pal.. thx
_________________ Domino. ______________
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Sasstraliss
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Posted: 30 Apr, 2012
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Joined: 07 Apr, 2012 Posts: 10
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Hello Serion.
I've been a user of your ai for a very long time now.
Over the past few months, my buddies and I have been having games teamed up against your AI's on all sizes of map.
We've played at least 50 games, and have come to certain conclusions.
[*] The base layout is messy, which isn't a problem until their base starts getting very large. A single chain reaction cripples the AI. The original AI's had this issue too. [*] After 45mins - an hour or so, the AI basically stops expanding and being useful. It doesn't group it's experimentals, it still sends tiny T3 unit rushes, and generally becomes useless after an hour or more.
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A2597
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Posted: 24 Jun, 2012
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Joined: 23 Feb, 2010 Posts: 23
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I'm running into an issue using 2.1.2 on the Steam version of the game.
After a match is complete, I get the "Game Over" message, but then nothing. The score screen never shows up, no more menu items...I just stare at the frozen map until I end the game, never allowing me to see the score / built menus.
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JuggernautOfWar
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Posted: 06 Jul, 2012
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Joined: 03 Jul, 2012 Posts: 26
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Does this mod help with the slowdown from the AI? I looked around a bit in the sticky, but there hasn't been much activity recently and I found nothing helpful.
Does the Sorian AI work for normal difficulty AI or do I have to play against hard?
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A2597
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Posted: 06 Jul, 2012
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Joined: 23 Feb, 2010 Posts: 23
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The Sorian AI has a variety of difficulties, but really think of it more as making the AI "smarter", but still playing by the same ruleset. (There are cheating AIx varients of each of the Sorian AI, just as there are of the regular AIs if you choose to use them)
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OrangeKnight
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Posted: 07 Jul, 2012
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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JuggernautOfWar wrote: Does this mod help with the slowdown from the AI? I looked around a bit in the sticky, but there hasn't been much activity recently and I found nothing helpful. If I recall coreectly, Sorian AIs do help delay the slowdown, but many of the root causes of the slowdown are based in the engine, where we modders can't change anything. And of course, the AI isn't the only cause of the slowdown, it's the main one for fore, but even in a game with 8 human players you'll still encounter that same slowdown, it will just happen further into teh game and not build up as quickly. JuggernautOfWar wrote: Does the Sorian AI work for normal difficulty AI or do I have to play against hard? There are 2 main kinds of AIs, Sorian AI and Sorian AIx, they each come in various types(I forget all the specific types, but things like Rush and Tech/Turtle). The AIx are the cheating ones, if the regular AIs aren't a challenge for you I suggest grabbing the Cheating AI Adjustment Options Mod, linked to in the first post. That mod allows you to adjust the cheating AIs for the perfect level of challenge. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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