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duncane
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Posted: 21 Feb, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I meant dodgy in that the default land/sea/air attack conditions used in the stock AI builders dont actually check anything...
I suspect that "CalculateThreat" just returns a threat of 1 per unit if the type is not known.
I will give it a go over the weekend.
_________________ 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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sorian
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Posted: 21 Feb, 2008
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Joined: 28 Feb, 2007 Posts: 4122 Location: Marysville, WA USA
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I can't count the number of errors, typos, etc that I have found. I know from personal experience that it happens.
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duncane
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Posted: 22 Feb, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Well thanks to Sorians comments I have updated my AI fixes...
In particular I have fixed the transport issue for T3 transports for factions that arnt UEF (it meant that all but UEF was over producing transports)
Also I have fixed the Naval attack check to look at the correct threat types (as mentioned by Sorian)
Plus I have adjusted my expansion base code to further improve the simspeed.
So download my latest AI pack and please retry the Air and Naval AI's
Cheers.
_________________ 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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François
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Posted: 24 Feb, 2008
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Joined: 06 Jan, 2008 Posts: 13
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I'll try it out and eventually post some feedback. Btw, I know this is not the proper thread, but your ai fix 0.9.8 is very good! I've recently had a quick look on the Ai code and it looks extremely complex, far more than TA's... As an ai maker myself, I can tell that you and Sorian are doing a superb work.
I can't wait to have an actual challenge on those official water and sea based maps 
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duncane
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Posted: 24 Feb, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Im waiting for Lurkah to come back and give it go... I want him to confirm that with AI fix 0.9.8 it doesnt build all those transports and now the naval units all move 
_________________ 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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Kaerwek
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Posted: 12 Mar, 2008
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Joined: 25 Jul, 2007 Posts: 87
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Duncane, could you make a custom Naval AI that focused more on upgrading core Mexxes to T3 and surrounding them with MassStorages than trying to build a fleet with some mass income of 14. I've noticed that the Naval AI is lousy on 10x10 maps where it doesn't have enough mass spots at its disposal. Especially concerning ATW where upgrading Mexxes is expensive but building boats is more expensive still. It'd be excellent if it focused engineers to upgrade one Mex at a time.
Maybe it'd function better if it was AIX, but then again Land AIXs tend to be overwhelmingly powerful compared to Naval AIXs.
Oh and speaking of being powerful, I've noticed the problem in human team vs AI that the AI at some point in the game stops sending units to attack and only concentrates on eternally building some fleet of sorts. I know it's rather futile to hit an opponent whose scores is twice than yours, but they get a little too docile when the score advantage seems to be to high. This is also the case of AIXs with a cheat multiplier of 1,5.
Kaer
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duncane
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Posted: 12 Mar, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Kaerwek,
I assume you are using my AI fix pack as well. This makes the navy a bit more aggressive.
Having said that I dont really think a full naval attack is the way to go on any map, particularly 10x10 or smaller. The mass cost is just too high. You are better of going full air with land units and transports. The naval in FA should only really be used as a supplement.
The other AI types (Rush, tech etc) will build a supplementary Navy to their main force, which is how it should be used. The Naval AI is only really for those who want all navy battles.
_________________ 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: 13 Mar, 2008
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Joined: 21 Feb, 2007 Posts: 559
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Duncane is there any limit set to how many shipyards the AI can build?. Because if there is, it is not working I play games on water maps and I have the AI building up to 10 for one naval marker. I have screenshots of this, where I was playing three naval only before starting to write this.
I was also wondering, if you could make the AI naval side, a bit more intelligent, because as it is now, this is worse than what the land side was before your AIFix came. Before you ask, yes I am using both of your newest fixes.
http://i223.photobucket.com/albums/dd248/DragonFlee/SCFrame_Thu_Mar_13_233445_2008_0000.jpg
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duncane
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Posted: 13 Mar, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Dragon Fly,
I think thats two naval markers in that pic... having said that the Naval AI should only build 4 naval facs at its first marker and 3 at its second marker. However the nature of the build conditions means that if two engineers start a fac at the same time it could go 1 or 2 over that amount. Im thinking of pull the navy facs back to 3 and 2 for the markers. Theres usually one or two facs idle due to mass limits.
_________________ 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: 26 Mar, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Version 1.3 released
Just a minor fix version to enable some of the features in my AI fix pack (v1.3). If you have that installed these AIs will now use the Novax, experimentals will target correct and commanders will upgrade.
Also I have changed the Land AI so that it builds a more balanced approach on maps over 10km (i.e. it needs more Air support on bigger maps).
Let me know how you go 
_________________ 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: 03 Apr, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I think I made a mistake by making this a seperate download. Im going to include the updated version of this in my stock AI fixes so there is just one download required. Hopefully this should clear up some confusion.
_________________ 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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ArchAngel
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Posted: 04 Apr, 2008
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Joined: 04 Mar, 2007 Posts: 771
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Yes, that's a great move to just include this one in the other one!
Half the people didn't even know that this one existed. I didn't for a couple of weeks.
_________________ ArchAngel: n. the Right Hand of God and the Left Hand of the Devil
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Sorian's AIs:
http://forums.gaspowered.com/viewtopic.php?t=22908
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