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 PostPosted: 26 Nov, 2007 
 
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Maybe more options for increments? Also . . . how often are those increments applied?

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 PostPosted: 26 Nov, 2007 
 
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The cheat system in FA is completely different than what I had in SC. The FA cheat system actually buffs every cheating AIs unit BP. With the FA method the cheating AIs engineers and resource structures just get a buff (like veterancy).

I'll probably end up adding more options when I add support for start and stop time.

With this system I don't think it will be possible to do a cheat that works its way up. The cheats are applied as BP buffs when the unit is created. Making a cheat that works up would require going back and adjusting the buff on every unit over and over.

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 PostPosted: 26 Nov, 2007 
 
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duncane wrote:
How about this?

AIx cheat start time - 0, 3, 5, 10, 15 minutes
AIx cheat stop time - 5, 10, 15, 30, 45, Never
Cheat stop? Or cheating increase stop? ( As in, increase by .1 per minute until . . . )

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 PostPosted: 26 Nov, 2007 
 
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Lurkily,

I was thinking that start and stop time were an easier way to implement what you talking about as the sliding amount may be tricky to add or balance.

With start and stop, you can set it so the AI doesn't cheat at the start allowing you to setup defense, then the cheat starts to give you a challenge mid game and you can set it to stop near the end so you can have a chance to beat it.

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 PostPosted: 26 Nov, 2007 
 
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duncane wrote:
Lurkily,

I was thinking that start and stop time were an easier way to implement what you talking about as the sliding amount may be tricky to add or balance.

With start and stop, you can set it so the AI doesn't cheat at the start allowing you to setup defense, then the cheat starts to give you a challenge mid game and you can set it to stop near the end so you can have a chance to beat it.
I'd prefer stepped increases to a big jump - it'd cut down on stupid AIs economy-stalling themselves until they got a huge boost - you might as well just spawn their ACU late.

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 PostPosted: 27 Nov, 2007 
 
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Yeah but the AI doesnt get a huge boost (especially if you lower it with this mod). Its the cumulative effect of the boost for a long period that does it.

Also its economy stalls cause of some bad decisions which Sorian is already starting to remove in his AI mod.

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 PostPosted: 27 Nov, 2007 
 

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Strangely enough, when you put a non-cheating Sorian AI vs a Sorian AIx and put all cheat options to just 1, it STILL cheats. It felt like a 100% boost, but I just quickly ran it, so I may be wrong. I also teamed up with a cheating AI on fields of Isis for a test, and even though the omni setting was off, I could see the entire map. I also don't think they sent out any scouts either.

When the ally AI's commander got destroyed though, the omni was suddenly gone.

only real difference I see in the lobbyOptions.lua is that you changed the "default" from 2 to 5, besides adding more steps. But since I don't really know what any of it means, I'll leave the thinking to you.


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 PostPosted: 27 Nov, 2007 
 

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New version seems to be broken, selections simply aren't reflected at all in-game. Tested several times, no difference between heavily and very modestly cheating AIs.


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 PostPosted: 27 Nov, 2007 
 
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Default = 5 means the default option is the 5th choice, which is 2.

I'll see why it isn't working.

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 PostPosted: 29 Nov, 2007 
 
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Ashen wrote:
New version seems to be broken, selections simply aren't reflected at all in-game. Tested several times, no difference between heavily and very modestly cheating AIs.

same here

(and if you team up with a no-omni AI you still see the entire map.)


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 PostPosted: 29 Nov, 2007 
 
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Bubble wrote:
Ashen wrote:
New version seems to be broken, selections simply aren't reflected at all in-game. Tested several times, no difference between heavily and very modestly cheating AIs.

same here

(and if you team up with a no-omni AI you still see the entire map.)
Um . . . yes. This is because . . .
Ashen wrote:
New version seems to be broken, selections simply aren't reflected at all in-game.
If selections aren't reflected in-game, and you team up with an AIx that you select not to have omni (But which, of course, is not reflecting your choices,) It will have omni.

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 PostPosted: 29 Nov, 2007 
 
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Still trying to work out why, all of the sudden, it isn't working right. I hope to have an answer by this weekend.

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 PostPosted: 29 Nov, 2007 
 
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Strange things here - I extracted the lua files, had a look at them, repacked them and it just worked. Then i used your original file and .. well it worked too but, hell, i have no idea why.

/me is confused ... i better leave this to the ai god sorian ...


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 PostPosted: 29 Nov, 2007 
 
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Bubble wrote:
Strange things here - I extracted the lua files, had a look at them, repacked them and it just worked. Then i used your original file and .. well it worked too but, hell, i have no idea why.

/me is confused ... i better leave this to the ai god sorian ...
I'll give this a try and report - it could simply be a compression problem.

Well, I downloaded it. It's definitely the new version, because now I have options for .25 increments . . . allied with an AIx, turned off omni, started sandbox . . . .

It seems to work fine with no changes at all. I didn't try it before because so many reported it broken, but I dumped the file in the right place, and it worked like a charm for me. Watching the AI build, I can say that the build rate is DEFINITELY 4x - in other words, fast as hell. I can't offer an opinion on what's going on.

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 PostPosted: 30 Nov, 2007 
 

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Tried extracting the mod, and repackaging it with no compression, same thing. Options are there, they just do nothing.


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 PostPosted: 30 Nov, 2007 
 
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me = stupid
I did change something beside the repack - i deleted all other user-scd files too.

If Sorian AI Mod 0.6.5 is installed this mod does not work anymore.


Edit: arg just got it ...
just rename cheatoptions.scd to 00_cheatoptions.scd (or anything else which would be before the AI-file ordered by filename)


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 PostPosted: 30 Nov, 2007 
 

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Bubble wrote:
Edit: arg just got it ...
just rename cheatoptions.scd to 00_cheatoptions.scd (or anything else which would be before the AI-file ordered by filename)

That did it, thanks. Seems it's just a load order issue.


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 PostPosted: 30 Nov, 2007 
 
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Quote:
Edit: arg just got it ...
just rename cheatoptions.scd to 00_cheatoptions.scd (or anything else which would be before the AI-file ordered by filename)


I wish mod support was fixed so it didn't have to be like this.

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 PostPosted: 30 Nov, 2007 
 
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Funny . . . mine worked with no changes.

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 PostPosted: 30 Nov, 2007 
 

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Lurkily wrote:
Funny . . . mine worked with no changes.

Might be that you have an older sorian AI, he changed the filename on it recently which messed up the load order.


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 PostPosted: 30 Nov, 2007 
 
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Ashen wrote:
Lurkily wrote:
Funny . . . mine worked with no changes.

Might be that you have an older sorian AI, he changed the filename on it recently which messed up the load order.
Read above - I re-downloaded specifically to test the re-packing fix.

The fresh download - which is the new version, since I have .25 increments - worked without changes for me.

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 PostPosted: 30 Nov, 2007 
 

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Lurkily wrote:
Ashen wrote:
Lurkily wrote:
Funny . . . mine worked with no changes.

Might be that you have an older sorian AI, he changed the filename on it recently which messed up the load order.
Read above - I re-downloaded specifically to test the re-packing fix.

The fresh download - which is the new version, since I have .25 increments - worked without changes for me.

I meant the AI, not this one.


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 PostPosted: 30 Nov, 2007 
 
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I wasn't aware the Sorian AI functioned with FA, actually.

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 PostPosted: 30 Nov, 2007 
 
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Lurkily wrote:
I wasn't aware the Sorian AI functioned with FA, actually.


Read the AI mods forum :P.


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 PostPosted: 30 Nov, 2007 
 
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Goom wrote:
Lurkily wrote:
I wasn't aware the Sorian AI functioned with FA, actually.


Read the AI mods forum :P.
I did. About seven seconds later. :)

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