ylg_hke
Skirmisher
posted 11-14-18 10:19 AM
EDT (US)
376 / 406
Any progress on escrows?
anyway, i just wanted to say that kbUnitQuerySetAreaGroupID is very important when it comes to maps like ceylon, Yucatan.
ylg_hke
Skirmisher
posted 11-15-18 11:42 PM
EDT (US)
378 / 406
haha, I was busy last 2 weeks.
I haven't checked anything about "resource leakage in escrows" yet.
Can you please give me some more infos about it, so that we can speed up our overall progress?
eg: Does it happen all the time, or randomly? By how much(approximately)?
Currently I think kbUnitQuerySetAreaGroupID is a must for ManualGathering, take Yucatan as the example, we have 2 seas on 2 sides, without AreaGroupID, we might end up in tasking a fishing boat on the left to the right, the same goes for land areaGroup.
BTW I think you should seriously consider recheck the original AI
==> True, but don't worry since I disabled most rules, I also build my own functions, only things like ai chats from the original AI are active.
Its fair to say i put a new AI after the original one so that i dont have to constantly worry about OOS error.
Panmaster2014
Skirmisher
posted 03-06-19 12:34 PM
EDT (US)
381 / 406
Work on the AI project continues.
Micromanagement efforts for conventional scripted AI have improved dramatically.
The "attack nearest unit" algorithm is by far the most efficient but more sophisticated tactics such as melee mode are used effectively also.
Neural Net AI Training is hampered due to commanding 80 units with multiple actions and have only a simple "good" or "bad" feedback. Either it always converges on "attack nearest" or "retreat from enemy" to avoid losing units or worst of all no changes or a NaN explosion.
Action ID 42 allows cannons to be controlled more effectively.
Atomiswave
Skirmisher
posted 03-26-19 03:36 AM
EDT (US)
382 / 406
Do you plan to release it to the public?
murdilator
Skirmisher
posted 07-21-19 05:50 AM
EDT (US)
383 / 406
Is this thread still active? Is anyone still interested?
Atomiswave
Skirmisher
posted 07-24-19 09:17 AM
EDT (US)
384 / 406
Ofc, we are still waiting for new version of your AI projects. Helot Major is great.....
AlistairJah
Skirmisher
posted 06-16-20 07:11 AM
EDT (US)
388 / 406
@Panmaster2014 You have to manually count the ability's index in powers.xml and abilities.xml
It can be tedious for some, but not for you since you literally counted each civ's HC Card ID lol
The problem is that no matter what player you put in the parameter, YOU (I mean, as the human that owns the game copy) have to "confirm" the cast in order for the ability to work. The AI itself can't cast. I absolutely have no clue how to circumvent it...
Also, I don't know if you have noticed, but many of the console commands behave unreliably when you reference them in GroupAI or GroupXS. I tested repairUnit(), specialPower() and the HC gather point functions. I don't know why they work when used as a command, but not when used by the AI...
murdilator
Skirmisher
posted 08-13-20 11:36 AM
EDT (US)
389 / 406
I have tested the AI 9 - Big Daddy AI on Hard on NR20 and it works: It produces villagers, fishing boats, upgrades, and Towers and Military. It gets to Industrial (mainly because it builds military in Colonial and Fortress), not always to Imperial, unless it begins on a Custom Map with extra resources/villagers. On Custom Maps with big starts it can work well for a NR10 AI, though the N3O AI which it was based on is primarily a Post-Imperial DM AI.
I wanted to mention this because I find that it's hard to get treaty games unless you play NR40 or something long like that, and the AI gives players the option to have a game with their friend on LAN or play 1v1 Solo. The Big Daddy does do decent on Rush Games, and booms up and ages up, but was primarily tested on Custom Maps. It is aimed more to fun, and less to spamming troops, unlike the previous AIs that I have done.
The AI is less aggressive than a Vanilla AI, but should give a better account of itself in units and especially using the civilization's special units. The AI occasionally makes use of its consulate. I had to make it up to 0.6 on the UnitPickerPreference for it to do this.
I do not wish to make a master AI, but rather several different kinds of AIs, each with its own forte and weak points. I encourage other designers to take ideas from my works, and add to their own creations. That way we keep a public sentimental ownership, rather than a private ownership. If there ever is an AI in the future AOE3 game series that is too good, then someone will have to make a degraded version, like a reverse pattern from that AI. I never hope the day comes when custom AIs will be surpassed by conventional ones.
In development, the AI can use Native Warriors, Mercenaries, and the like, but it has to be told to build trading posts and have a Native Bias: in the UnitPickerPreference it is 0.5 + Native Bias / 2.0.
Panmaster2014
Skirmisher
posted 10-29-20 05:40 AM
EDT (US)
393 / 406
@Panmaster2014 You have to manually count the ability's index in powers.xml and abilities.xml
It can be tedious for some, but not for you since you literally counted each civ's HC Card ID lol
The problem is that no matter what player you put in the parameter, YOU (I mean, as the human that owns the game copy) have to "confirm" the cast in order for the ability to work. The AI itself can't cast. I absolutely have no clue how to circumvent it...
Also, I don't know if you have noticed, but many of the console commands behave unreliably when you reference them in GroupAI or GroupXS. I tested repairUnit(), specialPower() and the HC gather point functions. I don't know why they work when used as a command, but not when used by the AI...
Yes I found the abilityID's. Sharpshooter is 91.
I think the farthest I got was getting the AI to select the ability and activate it but it only worked if I manually selected the explorer first. Alternatively I could change the plan activated sharpshooter to use crackshot.
I think I traced the .exe to where I could see differences between spyglass and sharpshooter before I gave up if I remember. Too many branches.
Repair, gather point, wonder powers all work perfectly for the AI.
murdilator
Skirmisher
posted 12-04-20 01:41 PM
EDT (US)
398 / 406
I fixed Iroquois AI it now booms better and builds more Infantry, Mantlets and less Musket Riders and Kanya Horsemen (still more Kanyas than in previous versions).
SeldomPooper
Skirmisher
posted 12-06-20 04:02 AM
EDT (US)
399 / 406
I tried the zen master AI by panmaster2014
I think he fixed the issue of AI settlers idling at shrines waiting for animals to be free. I played with zen master AI twice. Didn't see any computer settlers on the shrines which had animals. Can others incorporate that fix too in their AIs ?
murdilator
Skirmisher
posted 12-06-20 11:52 AM
EDT (US)
400 / 406
Very well, I will also ask you a question.
Do men love women in France?