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 PostPosted: 18 Mar, 2010 
 

Joined: 17 Nov, 2007
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Updated May 24, 2010
************************************
----
Minor update fixing things broken in v1.30 and to add formation fix

Also includes another mini mod which fixes formations, to some extent.

http://ai-machater.googlecode.com/files/MachAIv1.40.zip

AI mod compatible with Supreme Commander 2 v1.14.

Besides AI stuff, this mod also includes two other mini mods. - Debug console/keys enabled(use Z to open console) ctrl-alt-5 to open game speed info

- Increased unit cap. Available options are 500, 1000, 1500 and 5000 unit cap. These must be set in the game.prefs manually. You can easily find information online on how to set the unit cap inside game.prefs.

AI Mod

- The mod affects all of the AIs

- It was designed with larger maps in mind, no guarantees on it working well on small maps.

- AI Cheating has been tweaked(reduced)

- Improved AI use of defenses

- Improved AI use of engineers, now many engineers will stay in the base to assist factories and repair stuff

- Improved research and build orders.

*************************************************


To install:
Unrar the download, navigate to your SC2 installation directory. Its inside your Steam folder, Steam\steamapps\common\supreme commander 2\gamedata
Backup your existing bp.scd and lua.scd, and then replace them with the files from the .rar.

For online play, all players must have the same version of this mod installed.


The easiest solution is to have a 2nd(or even multiple) installs of SC2. Keep the one located in the Steam directory 100% original, then mod the other ones. That way if you want to play online ranked or something, you have your steam clean copy. Then have 1 copy for the AI mod, which you can use online with others with the exact same AI mod. Then a 3rd for balance mods or new units or whatever.

When a new patch comes from GPG it will update your steam directory install, then you just need to copy/paste either the new files, or the whole thing to your other installs. Create shortcuts on your desktop to the supremecommander2.exe you have for each install with a name that tells you which version that is. This does not affect steam/GPG anti-piracy or anything. You will still need to have steam application running to use any of your installs.



Future releases can be found at
http://code.google.com/p/ai-machater/


Last edited by Machater on 24 May, 2010, edited 12 times in total.

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 PostPosted: 18 Mar, 2010 
 
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Woooow!! Best of luck with this! Thanks a lot! Finally a land Ai! X-D Can't wait to play with this :> I will edit my post with feedback and such when I test it ;)

EDIT: Hooooly crap!!! That AI was day and night compared to the stock Ai! First thing I instantly noticed, they like to send rockheads with the engineers just in case for assistance (This was supposed to happen right? :P), then came the waves of land units. It balanced them out very well. First attack was a few rockheads, then it came back with both those and demolishers, then it began to build a fatboy II as it sent a large wave of nearly all kinds of standard ground UEF units, then since i was too focused on its ground forces it sent bombers to my base! =O I am really enjoying this! Great work I love it so far, the AI feels like its actually thinking this time instead of pulling stupid recycled moves. I look forward to the progress of this!

Oh and another thing, the AI was actually expanding! Wooooow =P


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 PostPosted: 19 Mar, 2010 
 

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Glad to see someone working the AI! :) I'm going to download this and give it a try this weekend. The stock AI (unless you use the cheating) is pretty bad...


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 PostPosted: 19 Mar, 2010 
 
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This one will give you a real run for your money...by the time i was building a ML it had several FB II's halfway to my base x_x


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 PostPosted: 19 Mar, 2010 
 

Joined: 27 Mar, 2007
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The total number of AI's CAN be changed. in the lua.scd look for lua/ui/lobby/aitypes.lua. For example, if you add the key
Code:
    {
        key = 'supreme',
        name = "<LOC lobui_0351>AI: Supreme",
    },


to the file, it adds an additional AI, here one present from Supcom 1.

You may also want to have a look at lua/ui/help/tooltips as they list a few AI's. If you can find your way around, you should be able to make your own AI without deleting stock. To look through the other AIs if you are having difficulty, use the mouse wheel to scroll


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 PostPosted: 19 Mar, 2010 
 
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I replaced the lau and bp files in C:\Program Files\Steam\SteamApps\common\supreme commander 2\gamedata folder. when i start a skirmish game, i still have all of the previously available AI's and i see no difference in AI performance.

I picked Hard UEF AI's


What am i doing wrong?


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 PostPosted: 19 Mar, 2010 
 
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It works for me... and is certainly more challenging...

I have a question about how you changed the cheats. Which file did you change? It still feels the cheat rate is too high.

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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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 PostPosted: 19 Mar, 2010 
 
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Joined: 28 Feb, 2007
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Location: Marysville, WA USA
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\lua\sim\buffs\CheatBuffs.lua

[edit]

If you want to turn off Omni for the Cheating AI it can be found in \lua\AI\skirmish\system\SkirmishAISystem.lua around line 112.

Just comment out the following:

Code:
        if self.Brain.CheatEnabled then
            local spec = {
                X = baseLocation[1],
                Z = baseLocation[3],
                Radius = 10000,
                LifeTime = -1,
                Omni = true,
                Vision = true,
                Radar = true,
                Army = self.Brain:GetArmyIndex(),
            }
            local vizmarker = VizMarker(spec)
        end


[/edit]

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 PostPosted: 19 Mar, 2010 
 

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Yeah I saw the omni cheat there, and then the radar/vision cheating in the buffs. For now Ill leave them be while i do more basic stuff. Next version i will lower the amount of the cheating..


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 PostPosted: 20 Mar, 2010 
 

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new version, v003 is out. I turned the cheat settings down quite a bit(mainly mass). messed with the starting build order a bit, somewhat slower to get first factories up and going, but i think its worth it.

Still just UEF land, though Rush works pretty good as well


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 PostPosted: 20 Mar, 2010 
 
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Not working for me, how do you install the mod and what AI's and difficulty settings do you pick?

I use winrar to decompress the file and replace the bp and lau files in the C:\Program Files\Steam\SteamApps\common\supreme commander 2\gamedata folder.

help!

*edit*

At the skirmish window, how can i tell that your mod is enabled?


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 PostPosted: 20 Mar, 2010 
 
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NM, think i was DLing the wrong file. I DLed and installed the SCD.RAR file, but now realized it is for moding. was thinking the first one, MACHalv003.rar was for Mac computers...

duh.

will try it out now.


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 PostPosted: 20 Mar, 2010 
 
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ok, tried my first game. Good pressure on the offense. Couple items noted:

1. Tech seems to stall after it builds Fatboy 2s. No king kriptors, nothing from other tech trees (Structure). I did see 2 force fields built at the end of one game...

2. No point defenses built, no T2, T3 or experimental artilleries built.

Game boiled down to a fat boy II, and regular unit rush. nothing else.

Edit, he did research everything (can see how many items researched at the end of the game). But nothing built from it.

Love to see the next version!


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 PostPosted: 20 Mar, 2010 
 
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Round 2.

Setons: Me vs 1 Balanced Cheater

Great pressure all the way but it was mostly one directional. No air attacks to my flanks, every air and land attack went down a predictable corridor (middle).

The AI did build two forward bases, of land and exp factories and also did a decent job of building on surrounding mass extractors, but only built on about 2/3rds of them.

Still no land point defenses, no T2 arti, T3 Arti, Noah, Disruptor. This will be vital to promote diversity as to where the attack will come from.

On one of my attacks, i managed to destroy about a third of his base. He did a great job of rebuilding it fairly quickly.

p.s.
I did see this time great usage of broadsword and terror gunships.


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 PostPosted: 20 Mar, 2010 
 

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the AI is only for UEF Land currently, not really meant for balanced, air, turtle etc.

I removed king kriptor, noah, long range arty and disruptor for now. I felt the AI wasted too much mass on them and wasn't using them well enough. They will be added back in soon(tm).

Also don't expect a ton of air usage from the land AI. GPG did a pretty good job at making a good air AI, I felt we really needed an AI that used as little air as possible.

When I work on the balanced AI it will use much more air than the current land one does.


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 PostPosted: 20 Mar, 2010 
 
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It is an awesome AI and a huge improvement over the stock AI.

Just meant, that it is very vulnerable arti attacks (limited shield defense).

looking forward to the next AI. coming out with revisions soon?

will you be releasing different versions of the cheater AI? Like to see some with toned down build speed and mass bonuses.


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 PostPosted: 20 Mar, 2010 
 

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The next goals are to get cybran and aeon land AI going.

I could release different cheating versions pretty easily. The only problem is they would each be a separate download until we get better mod support.


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 PostPosted: 20 Mar, 2010 
 
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That would be great:) The cheater is a bit much to take on, one vs one. could you release a version (separate) with out the build time and mass modifiers (keep the omni cheat)?


Gracious.


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 PostPosted: 21 Mar, 2010 
 

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New AI released!
Finished all three races Land AI, well I will come back to them after I mess around with another one for a bit.

two different downloads, one that has no cheats, one that has cheats. The one that does have cheats has had them turned down quite a bit so it should be more playable.

I also included new unit limit options. If you edit your game.prefs you can change the unitcap to 500, 1000, 1500 or 5000 and the game will use those settings(previously it would just reset your .prefs to 500 units.

http://ai-machater.googlecode.com/files ... _cheat.rar

http://ai-machater.googlecode.com/files ... _cheat.rar


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 PostPosted: 22 Mar, 2010 
 
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To GPG, if we replace the files from the mod, what happens on wednessday when the next patch goes live? Will the game data files be replaced with new ones, or will the modded files get changed?


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 PostPosted: 22 Mar, 2010 
 
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kreyson wrote:
To GPG, if we replace the files from the mod, what happens on wednessday when the next patch goes live? Will the game data files be replaced with new ones, or will the modded files get changed?

I think steam would see the file is messed up and replace it. I know that if you delete a file and try to run a game it will redownload it. GPG Is not the ones to ask as Steam manages how the patching works and GPG supplies the files.

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Lambda is weird, weird things happen.


Last edited by Kenquinn on 22 Mar, 2010, edited 2 times in total.

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 PostPosted: 22 Mar, 2010 
 
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Kenquinn wrote:
kreyson wrote:
To GPG, if we replace the files from the mod, what happens on wednessday when the next patch goes live? Will the game data files be replaced with new ones, or will the modded files get changed?

I think steam would see the file is messed up and replace it. I know that if you delete a file and try to run a game it will redownload it. GPG Is not the ones to ask as Steam manages how the patching works and GPG supplies the files.


Yes it will overwrite with the patch, but Im sure machater will have an updated version out not long after the patch.

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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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 PostPosted: 23 Mar, 2010 
 

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If the patch does not overwrite the modded files then you should delete them and let steam download them again.

I believe the patch is not going to affect the AI, so it should not take much time for me to release an updated ai mod supporting it.


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 PostPosted: 23 Mar, 2010 
 

Joined: 10 Apr, 2008
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Machater wrote:
If the patch does not overwrite the modded files then you should delete them and let steam download them again.

I believe the patch is not going to affect the AI, so it should not take much time for me to release an updated ai mod supporting it.


Sorian said... / March 23, 2010 9:50 AM

Most of the relevant stuff suggested has already been fixed :)


in his blog...

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 PostPosted: 27 Mar, 2010 
 
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Nice AI but we need some major exp. action mid- too late game :) But a good challenge :)

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