Monday, April 16, 2012

[REL]Map specific AI -UEF fatboy rusher at open palms

See post below for installation instructions...



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Are there any commanders out there interested in a skirmish AI that is connected to a certain map, start position and faction?
I have this idea for a while, and i think i can make it (if you like to join, we can maybe form a group in AI mod forum) -To turn one popular skirmish map into a "scripted scenario". The supcom2 campaign got some nice codes/intruction for the ai depending on player action.
My idea is as follow;
Map: open palms (due to popularity, no water and rather "strait forward")
Setup: 1v1 with AI start location at "south".
Faction: UEF (due to less "advanced tactics", see below)
Tactics used: rush for ACterrror, rush for fatboy, transport rush, support by eagle eyes...
Data: Collecting and analyzing of open palms 1v1 replays on GR.org (well already done :) ).
This thread is not about making the map (or is it ai? Or call it scenario?) This is about these kind of skirmish matches. Do you have experience? I try to search on google for other RTS with similiar ideas, but its always talking about "The AI" and not "map specific". Would it be nice to play against? Everyone wants an intelligent ai, well this AI will not be intelligent -This will act or hopefully try to make the player to react (that is a different and very importan one) by use those tactics players are doing during tournaments & ladder games...
I will not post any files, that belongs to the AI forum/project. But later I can post some picture just for showing some examples.|||That would be really awesome.
You can just make it start up like this for a normal land spam build:
Get 5% build cost
Commander: builds 2 mexes > 2 land factories > 1 mex > radar > more factories and mexes (assist while waiting for mass)
Engineer 1: builds 1 mex > another mex > 2 pgens > assist land factory 1
Engineer 2: builds 1 mex > 1 pgen > another mex > assist land factory
Always set every factory on tanks
Get range upgrade for tanks
Then make it analyse how much mml he needs to make (the less tanks it sees on the radar the more mml)
And if you are really good at programming it you can make it micro perfectly (= all tanks shoot at the same tanks + commander and tanks with the most health take damage)
Then once it has saved up some rp, decide what to get next:
enemy has lots of tanks = get fatboy
enemy is cybran = get afterburners and training
enemy has no (anti-)air and not too much tanks = get ac1000
That would be an AI that's actually challenging without having to cheat :D|||Ive been looking at AI modding myself. I find Coalition Shipyard a better map to do this for, because on that map air can be used more efficiently. I can help you with build orders (structures/research) if you need any help.|||I would love to help out. :)
I love AI challenges.|||ok, project is launched :)
http://forums.gaspowered.com/viewtopic.php?f=30&t=49951|||Time to bump the topic. Will release a beta version tonight but I need some input for the final tweakings;
Image you are playing a 1v1 on open palms and you decides to go straight to fatboy;
1. Do you build RS station? When? According to the replays I am using as reference this is not common in use (myself nerver use except for mirror games)
2. How many Mex and factories before buidling the exp. gauntry? Common use seems to be 3 fac and around 7-9 mex?
3. What is a good ration between artillery and tanks? 50% works best for the AI, but around 30% seems to be in common use?
4. After fatboy and building cost and after fatboy is out, were to focus the research on?
4. The first blob/attack you make, how many tanks do you use, how many mmls in that blob?
5. Do you mix in bombers as well? Do you spent any research on them even if your plan is to fo straight to fatboy?|||1. I build research stations if possible after grabbing initial 9 mexes + 3 or 4 factories. When rushing for fatboys, I suppose 3 facs is plenty. 2 RS should do.
2. Answered in 1.
3. Depends on enemy unit mix. If enemy is cybran and uses bots only, 5(tanks)-1(arty) is good. If cybran uses mobile arty, 3-1 will do. If UEF, 1-1 works well, when kiting them tanks with the arty. Running in wont work. If you cant tell the AI to kite, Against Aeon, 2-1 is good, unless shotjas are used, then mass tanks are advisable.
Now I assume you cant tell the AI to kite. So settling for 25% arty should do.
4. Depends. On that map, its probably easiest to go for training. After that, jackhammer, afterburners or mass conversion.
5. Safest, especially for the AI, is to use tanks only. MMLs are only worth it if you can snipe structures. The bigger tank blob always wins. Do make sure the tanks back off when the opponent uses an ACU to defend the first attack...
6. On Open Palms, no, I do not use bombers. The best air opening on Open Palms involves transports. And sure as hell dont tech into them bombers when rushing a fatboy. As alternative to the research paths I suggested earlier, I suppose you could tell the AI to make bombers after getting a gantry up and running, and then tech straight to clusterfuck bombs. After that, shields.|||Ok, a little bit late, but I messed up my map for a while...
Commanders and Generals I am proud of present Map specific AI! (beta UEF fatboy rusher)
Here comes a installation guide, the rest... Well, why destroy all the fun? Run a few skirmishes against an AI:normal:rush then install this mod and try again :D

1. Download realopenpalms.scd from: http://www.megaupload.com/?d=5FI50DNQ
This is the map file the AI is using, this is a required file as else you will not see all the "features".
2. Download z_lua_dlc1.scd from: http://www.megaupload.com/?d=FMB8UF6I
This is a modded lua file from the DLC, containing modded files for the AI, nothing else is changed.
3. Open up your supcom2 gamedata folder and REMOVE (or rename not delete!) your existing "z_lua_dlc1.scd" and your "z_uncompiled_lua_dlc1.scd" this step is very important, else you will break your game or and will not be able to play this "mod". Just put those file somewhere else for a while.
4. Now with "realopenpalms" and the new "z_lua_dlc1.scd" in your gamedata folder, fire up supcom2. Find a copy of "finns revange", but the map will be open palms with only two slots.
(pic)
5. Now, add this AI:normal:rush, if you not add this specific AI this mod will not work.
6. Start the game and after a couple of games, post your results here!

Additonal info (spoiler, highlight for info);
-Even if I tried to remove all kind of random stuff the AI still sometimes act not as it should. -Beat it and start up again, maybe (and hopefully) you will find a AI that is little bit more aggresive with the normal ACU, snipes your mexes with a small group of MMLs and does not kamikaze/wasting tanks right into your base. It will "dance" with the mobile artillery in a try to kite the units and just as you start to think you have control over the situation you see a big dot on the radar... Hopefully you will lose... :)
Edit: oops, the moho log was not closed, oh well its a beta anyway :)

Good luck!|||Some basics are: UEF needs 1-2 RS, somewhere mid-game.
UEF needs 4 factories for defence, and it should play defensive to get that fatboy/ac1gay out. After a while it's usually good to produce some demolishers.
The minimal income must be +12 mass per tick.|||I tried your mod, but it didn't work.
I put me on the top spot as uef on the Finn's map that has the Open Palms picture
I put a custom Normal (Rush) AI as uef at the bottom spot
When I started the match I was uef at the bottom spot and he was Illuminate at the top spot :?: :!:|||NuclearPizza|||Ah ok it works when I leave the starting positions untouched :)
I think your AI is better than the standard AI, but it was still pretty easy to beat. They don't dodge mobily artillery at all :/ Also, he didn't expand much. I like how he moves his com in front of their tanks, but sometimes he forgets to move his tanks along, so his com gets whaled while I take minimum damage to my com|||NuclearPizza|||Quote:

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