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truff63
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Posted: 01 Apr, 2009
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Joined: 26 Jan, 2009 Posts: 55
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Just tried the 2.5.6 version on map "Center ACU 1st Arena V2.v0001" 1v1 and the AI Rush ACU half built 8 or so buildings then blew up. never completed a building. i purposely stopped shooting him to see if that made a difference and it didn't so, it must be acu to acu proximity.
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duncane
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Posted: 01 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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ok i will take a look...
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Moonshine Fox
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Posted: 01 Apr, 2009
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Joined: 19 Mar, 2009 Posts: 192
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I've noticed this with Sorian as well, that once you either grind him into submission or start too close, the AI "gives up" and displays erratic behaviour.
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truff63
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Posted: 01 Apr, 2009
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Joined: 26 Jan, 2009 Posts: 55
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Just and fyi, the LobbyEnhancement shows the version for 2.5.6 as 2.5.5. the change must not have made it into the AIFix.zip file for 2.5.6
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Hogo
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Posted: 02 Apr, 2009
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Joined: 09 Apr, 2007 Posts: 340
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Hey there Duncane, I was playing the Air AI and found a slight issue. it was building an Air factory and had 2 - 3 T2 bots attacking it it prefered to die trying to finish its factory than turn around overcharge them and get back to work.
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shadowmurderer
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Posted: 02 Apr, 2009
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Joined: 16 Feb, 2009 Posts: 117
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Hogo wrote: Hey there Duncane, I was playing the Air AI and found a slight issue. it was building an Air factory and had 2 - 3 T2 bots attacking it it prefered to die trying to finish its factory than turn around overcharge them and get back to work.
this happened to me to, I was playing against the no tech AI and I attacked with my com. every now and then the enemy com would turn and shoot me but then it would, build something else
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Moonshine Fox
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Posted: 02 Apr, 2009
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Joined: 19 Mar, 2009 Posts: 192
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I've seen this behaviour too. The strange thing is that for the most part it works as it should. The commander will halt building, kill off the intruders, and go back to building.
In a game I played a few days ago, a Cybran AI Rush was building a T2 PG when he was spammed by Auroras. Instead of fighting back, he just stood there and built the PG. It could potentially be becuase they were out of gun range...but then he should've detected them via RADAR/Omni, and definately since they were shooting him.
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Hogo
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Posted: 03 Apr, 2009
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Joined: 09 Apr, 2007 Posts: 340
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Moonshine Fox wrote: I've seen this behaviour too. The strange thing is that for the most part it works as it should. The commander will halt building, kill off the intruders, and go back to building.
In a game I played a few days ago, a Cybran AI Rush was building a T2 PG when he was spammed by Auroras. Instead of fighting back, he just stood there and built the PG. It could potentially be becuase they were out of gun range...but then he should've detected them via RADAR/Omni, and definately since they were shooting him.
Well this was also against a cybran salt rock colony 2v2, Thing is they were standing right next to him XD
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Moonshine Fox
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Posted: 03 Apr, 2009
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Joined: 19 Mar, 2009 Posts: 192
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Hogo wrote: Well this was also against a cybran salt rock colony 2v2, Thing is they were standing right next to him XD Ah well. Bummer  But this is general AI behaviour. I don't think it's specific to Duncane tbh. Thing is, I don't have proof to backup that theory :/
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mocafrost
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Posted: 03 Apr, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Moonshine Fox wrote: Hogo wrote: Well this was also against a cybran salt rock colony 2v2, Thing is they were standing right next to him XD Ah well. Bummer  But this is general AI behaviour. I don't think it's specific to Duncane tbh. Thing is, I don't have proof to backup that theory :/
I think it's general AI behavior as well. I've seen it as long as FA has been out. Fixing it would be a feature request, not a criticism.
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Hogo
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Posted: 03 Apr, 2009
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Joined: 09 Apr, 2007 Posts: 340
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Yeah I didn't mean to sound like I was blaming Duncane but it could be a useful adjustment.
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duncane
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Posted: 03 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Im looking at it... just a been a busy week. My sister is getting married tomorrow so all the family are in town... so not much game time 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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mocafrost
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Posted: 03 Apr, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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duncane wrote: Im looking at it... just a been a busy week. My sister is getting married tomorrow so all the family are in town... so not much game time 
Must be the season... my sister-in-law is getting married tomorrow.
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duncane
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Posted: 03 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Version 2.5.7 released.
- AI ACU should now not give up if pushed ACU pushed back to base and in a damaged state. Will keep fighting while enemy's in range rather than start building.
- On small maps with close start points ACU will try to build first and then attack. This may need more tweaking.
I tried the Center ACU maps and the ACUs really start close. I dont really see the point myself... the best tactic is just to move away to start your base yeah?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Hogo
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Posted: 05 Apr, 2009
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Joined: 09 Apr, 2007 Posts: 340
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Yeah move around, Your acu can fight of little mantis and so on so it wouldn't hurt to move around.
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Manimal
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Posted: 06 Apr, 2009
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Joined: 11 Apr, 2007 Posts: 1915
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I just report that F.A. process remained in memory after a 1 hour + of game time versus a SINGLE AI by using your very last AIfix + CBFP v3, playing on Vya-3 Protectorate Sera vs Random (always auto-picks Sera  ).
I read somewhere about possible memory leaks...
On the other hand I got 2 requests:
 I'm bored that Random Faction is ALWAYS Seraphim when I'm playing as a Sera. Could you make it random again ?
 I already tried to make my own AI and tried to turn off all of the cheating script. My point is : I really want it to "see" the enemy like us -human players- through radars + LOS.
Could you make the functions NEVER using cheats in order to spot enemy + pick the best target ?
I'm so fed up to be attacked without it scouted any area and /or when I'm out of its LOS.
Regarding my second request: there is an existing sort of "OnIntel" and "OnLOS" function that could replace the current cheating functions and make the AI then really FAIR.
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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duncane
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Posted: 06 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Manimal: I believe both your requests are met by Sorians Lobby Enhancement Mod (head over to mod talk to find it). It fixes the random faction issue and has a cheatoptions plugin to allow you to turn of the Omni view for cheating AIs.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Manimal
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Posted: 06 Apr, 2009
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Joined: 11 Apr, 2007 Posts: 1915
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duncane wrote: Manimal: I believe both your requests are met by Sorians Lobby Enhancement Mod (head over to mod talk to find it). It fixes the random faction issue and has a cheatoptions plugin to allow you to turn of the Omni view for cheating AIs.
Oh OK.
I wanted to test both AI mods separately in order to better spot eventual troubles, that's why I didn't notice that since I didn't test Sorian's stuff yet.
Thanks anyways 
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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duncane
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Posted: 11 May, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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This is just to quick update to say that I have been playing a few games with the community balance and bug fix patches. I have been enjoying both and they work fine with my AI patch as well.
I thoroughly recommend them to players who enjoy skirmish games and also custom matches in multiplayer 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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OutOfTimer
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Posted: 13 May, 2009
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Joined: 17 Feb, 2009 Posts: 102 Location: Right behind you!
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You have done a remarkable job with the AI enhancements. Thank you.
If you're going to release a new version, please consider these two things I've noticed while playing with your Fortress AI (I don't know if other AIs do this - it requires further testing - but I bet you'll know right away):
1) When a GC wreckage was left in its base, your AI did not reclaim it. In addition, my Fortress AI Ally sent an engineer to build a hydrocarbon but did not try to reclaim another GC nearby.
2) When cornered and attacked by my GC, your AI's commander did not try to use overcharge. It would have strong chances of survival if it did, as my GC was severly damaged. However, it is possible that it lacked power so possibly this observation is useless.
I'd be happy to hear what you think about these suggestions and if you consider them useful. If yes, I'd be very happy if they could be implemented in the next release. If not, it would be very interesting to know why. Thanks again, Duncane.
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duncane
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Posted: 14 May, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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All AIs (with my fix) should do reclaims and overcharge.
For the GC reclaim, it probably had more that a certain amount of engineers reclaiming of had positive mass so didn't need to reclaim the GC at that point.
The ACU definitely overcharges if he has available energy so probably the AI was energy limited.
Where you playing Fortress AI or Fortress AIx ? The AIx is much harder 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Dragon Fly
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Posted: 15 May, 2009
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Joined: 21 Feb, 2007 Posts: 559
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Hi Duncane,
When playing a game with an AI ally, that AI sends units to your base to help defend you. The idea is great, but where those units end up being is not that good. Because every unit it sends, is sent to the middle of your base, blocking the way for units you create to come out. And those units only attack units that come close to them.
Is it possible to have the AI send units, and place them where they would be a good defence. And also to send those units to fight any incoming enemies, rather than just sit where they are. It is terrible that your AI ally clogs up your base, while you try to keep it clear. This also happens with the AIs units in its own base, after a while, 20 or more units stay in the base, cloging up its base. Those units should be outside of the base, patroling the or moving to attack the enemy.
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shadowmurderer
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Posted: 15 May, 2009
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Joined: 16 Feb, 2009 Posts: 117
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Dragon Fly wrote: Hi Duncane,
When playing a game with an AI ally, that AI sends units to your base to help defend you. The idea is great, but where those units end up being is not that good. Because every unit it sends, is sent to the middle of your base, blocking the way for units you create to come out. And those units only attack units that come close to them.
Is it possible to have the AI send units, and place them where they would be a good defence. And also to send those units to fight any incoming enemies, rather than just sit where they are. It is terrible that your AI ally clogs up your base, while you try to keep it clear. This also happens with the AIs units in its own base, after a while, 20 or more units stay in the base, cloging up its base. Those units should be outside of the base, patroling the or moving to attack the enemy.
I second that motion, the AI will send its units into your base middle
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duncane
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Posted: 03 Jun, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Someone asked me about just having the AI fixes without all the extra AIs. The download is broken into several .scd files so if you just want certain parts below is details on each scd.
00_AIFixes.scd - This is the fixes for the standard AI. Required for all other files.
01_aisupport.scd - This adds custom AI support (credit to Sorian). Adding this file will mean the extra Land, Air and Naval AIs will be listed. This file is also required for the other AIs below.
NOTE: this file is not required if you have Sorians Lobby Enhancement mod installed.
02_FortressAI.scd - This adds the Fortress AI that focuses on defense only. It wont attack the player.
02_NoTechAI.scd - This adds the No Tech AI that doesn't move past tech 1 and the Swarm AI that only moves to tech 2 and tech 3 when it reaches the unit cap.
02_NullAI.scd - This adds a Null AI that does nothing. You can use this to play yourself (use the console to switch sides).
This should be fairly obvious, but I thought I would outline it for those who may not want all the AI's listed.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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duncane
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Posted: 20 Jun, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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For anyone who liked my AI fixes you may also be intrested in my FA balance patch.. its lean and simple and fixes only those issue that we all find annoying
Get it here:
http://forums.gaspowered.com/viewtopic.php?t=37351
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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