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[MOD] Warnstaff's Mod + AI Improvements!

  1. #1
    Member Warnstaff's Avatar
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    [MOD] Warnstaff's Mod + AI Improvements!

    Hi everyone.

    This is my first mod in quite a while, for any game (since my IG Redesign+ mod for DoW: WA). This is still a work in progress, and I've only been able to test it vs the AI (which has slowed down progress alot).

    The mod is designed to give the game tanks (well, mostly tanks) more historical accuracy - like making the Shermans the premeir zerg unit, while making Tigers the monsters that they were. There are several other changes to fix some ennoyances, like Bazooka and Panzershrek accuracy (or lack there off), and AT gun penetration.

    NEW Filefront mirror! Download Mod <<-- updated as the mod is updated.

    Installation and running:
    1: Unzip to main CoH directory.
    2: Run Corsix's mod tool.
    3: Load CoH mod module "Warnstaffs_Mod"
    4: Click on the "play tab and select the "Run in -dev mode" and then "Play CoH".
    5: Enjoy.

    Changelist so far:
    -------------------------------------------------------------
    Allies:
    Halftrack costs and build time reduced.
    M4 Sherman costs, build time, unit cap and health significantly reduced (all variants, slight variations between them).
    Calliope costs adjusted for fitting with the rest of the shermans (i.e. costs fuel, less manpower).
    Armored Car "Greyhound" build time and health reduced slightly.
    M10 costs reduced a little. Weapon damage increased and area effect decreasd.
    Ranger Bazookas accuracy increased and reload time decreased alot.
    Mines cost and build time reduced (use to counter panzershrek rush).
    76mm tank upgrade for Shermans cost increased to 400MP, 250 fuel and 55 seconds.

    Axis:
    Tiger and Tiger Ace speed and rotation decreased. Main weapon damage increased, area effect decreased, penetration increased. Health for both increased ~50% Ability costs changed for lower manpower, high fuel costs.
    Panzer IV health increased a little. Costs reduced. Main gun marginally more powerful with slightly increased penetration at medium range.
    Panther costs reduced marginally. Health increased somewhat. Speed and rotation decreased a bit.
    Nebelwerfer accuracy decreased alot, area effect increased nearly 50%. Rocket scattering increased. Barrage ability recharge reduced to 30 seconds.
    Stug IV costs reduced a little, rotation speed reduced. Health increased.
    Ostwind cost reduced.
    Stormtroopers with StuH assault gun costs changed to 450 manpower and 50 fuel.

    Global:
    Anti-tank guns have reduced peetration effect (except the german 88mm flak cannon monster).
    Tweaked AI to be a bit better, still early stages, but allies put up a decent fight.
    ------------------------------------------------------------

    Feel free to use this mod, or any part thereof in any of your own projects just as long as you give me the appropriate credit for the file(s) used. I have left the edited .lua files in there (along with some I didn't bother to delete) for anyone to use

    Have fun


    Oh, ad I'd like to thank Corsix for creating such an excellent mod tool and allowing us to create and use mods so easily so quickly.
    Last edited by Warnstaff; 13th Nov 06 at 5:20 PM.

  2. #2
    Twunbrek
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    hey warn, your mod sounds pretty sweet. It's more or less everything I've wanted to change in the game(pity I lack the modding skills). I'll DL your mod and take it for a spin. Looking forward to seeing how the slightly improved AI will fare!

    Edit: grrr...rapidshare isnt letting me DL the file cos the DL limit's reached....gonna try again, but any chance of you hosting the file somewhere else? like...filefront, perhaps?

    Edit #2: Nvm, Managed to DL it in the end. Off to testing I go!
    Last edited by Twunbrek; 29th Sep 06 at 7:13 AM.

  3. #3
    Member Warnstaff's Avatar
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    Just for anyone whos intrested somehow, heres a small update (now using filefactory).

    installation is stated in my first post up there. And you don't need the first version to play this.

    Heres the small, but really noticable changelist:
    Update release 01:

    Global:
    AI cheating on expert increased by 500% (now really goes for big guns in a half decent amount of time and spams shermans alot). Some more tweaks to the Axis build order.

    Allies:
    M10 health decreased a little. Weapon penetration increased.

    Axis:
    Panther heavy crusher re-enabled. (untested)

  4. #4
    Member Henry666's Avatar
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    Hey Warnstaff, so your around here too, nice to meet you again, I`m waiting for the official editor , see you around then.

  5. #5
    Member Warnstaff's Avatar
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    Hey Henry! Since when did you move from High Treason for a past-blaster!

    Can't wait to see some maps from ya :heyhey:

  6. #6
    Member Warnstaff's Avatar
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    I've just got another update. The AI is pretty good now (well, compared to what it was). Of course, it is also map dependant too. Tested on team game maps (I'm not much for 1 vs 1).

    Download mod

    Installation and use are the same as the old versions. I also didn't bother to cut out the excess files that weren't modded (I'm too lazy right now).

    Changelist:
    ------------------------------------------------------------
    Global:
    AI tweaked some more. Worked many kinks out of the Axis AI (allied AI seems fine though).

    Axis:
    Panther's main gun penetration at SHORT range increased 25%.
    Panzer IV pop reduced.
    Nebelwerfer pop reduced. (Havn't had enough time to actually test this)
    Panzershrek accuracy at MEDIUM range increased a little.
    Stug IV main gun penetration at SHORT range increased a little.
    -------------------------------------------------------------

    I am thinking about changing the fuel costs for the shermans to be a little tiny bit lower (think 5 points). I would also really like some feedback, any feedback, please!

    [EDIT] I should point out that the AI improvements are currently really noticable on Expert. hard and lower don't have the resource bonuses (read: cheats) that the Expert AI has. [/EDIT]
    Last edited by Warnstaff; 30th Sep 06 at 7:10 PM.

  7. #7
    Member Henry666's Avatar
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    Quote Originally Posted by Warnstaff
    Hey Henry! Since when did you move from High Treason for a past-blaster!

    Can't wait to see some maps from ya :heyhey:
    I made so much stuff for High Treason, I simply need some new challenges , and I really like this game.
    Going to try your mod...

  8. #8
    Twunbrek
    Guest
    Hey warn, I tried your mod over some games yesterday and today, and I thought I'd pop by to give ya some feedback.

    Unit changes:

    The panther crusher works, but instead of crushing through obstacles(like hedgerows, those big ones), the panther simply goes through them. like...a ghost that passes through walls. mayhaps you could change that?

    Also, I'm alittle troubled by the fuel cost of the tiger tanks in the blitz tree. while I understand that the fuel requirement helps with the countering a constant stream of tigers(due to manpower blitz) I find the cost alil too much. perhaps you could lower it alittle? I find it slightly too hard to get a tiger on the field, especially if I'm fighting a very hard tug-o-war with the enemy, or if i'm very slowly losing to the enemy.The same applies for the tiger ace(though understandably, the ace should cost a slight bit more)

    the zerg shermans seem alittle too weak when compared to other allied vehicles(the light armor, for example). I believe that right now, the allied halftrack actually has more hp/armor than the sherman(took my panther four shots to reduce the halftrack to around 5% health, and one shot to reduce the sherman to 45% health). I'd rather u raise the cost of the sherman just a teeny bit, and make them slightly tougher. just slightly, so that they can still fill the 'zerg' criteria, while also filling the 'heavy armor' criteria. On that note, the calliopes seem alil too cheap as well(I believe you get TWO of them for..around 200 plus manpower and 70 plus fuel? I dunno, memory's kinda sketchy). but I'm sure its wayyy cheaper than a normal sherman.

    AI wise, I seem to find that the AI is alittle more agressive than the vanilla AI, and its definately a welcome improvement. However, the AI still has difficulty defending its own base( i.e. you can rush a panther into the enemy's base, and the AI will do nothing to counter it,even if it has a ton of tanks on the frontlines.) This is, IMO, the most glaring problem of the AI. It would be nice if you could state most(or all, if possible) the changes you made to the AI, so that I can keep a better eye out for them. Of course, I personally don't know jack about AI modding(or any other form of modding, for that matter) so I have no idea how much fo the AI behavior(like making the AI defend its base when attacked) you can modify.

    The mod's looking great so far, and I'm definately keeping it in my radar. Keep im coming Warn!

  9. #9
    Kurgan2
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    Hey there, must say I love the rangers being more useful, but I have noticed a little problem. Been playing team games against the computer (and with a computer teammate, of course), and it seems the Allied AI always goes armor company, and has a serious woody for the Calliope. As in, last 2 games I played, at the end of the game the computer was rolling around 14 Calliopes. Think you may need to look into that a bit, it's kind of silly.

  10. #10
    Member Warnstaff's Avatar
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    Thanks for the feedback guys

    I'll definetly consider (and probably use) your suggestion

    Regarding the AI and Panther heavy crush; I guess I should do a copy and paste for the panther's heavy crusher from that of the tiger or dozer croc, see if that works.

    The AI, well, I barely have a clue as to what I'm doing (little AI coding experience). I've made it more aggressive by giving it a much higher resource bonus on expert and reducing it's love of pioneers and engineers, but every attempt to give them a more complex build order (like adding stuff to them) seems to give me a fatal scar error, and labotomizes the AI, which is obviosly bad. Still have some things to try, and see if I can't get it to at least lay down some half-decent defenses. It's hard to get into specifics, especially since I don't keep detailed track, and I've changed so much (just not large, easily noticable changes).

    Well, back to balancing and AI coding

  11. #11
    Member Warnstaff's Avatar
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    I've got another update

    Download Mod


    Heres the changelist (mostly balance):

    -----------------------------------------------------------
    Global:
    AI ability priorities adjusted so the AI can use most of them, and more often. Way too much to list. <---- testing stages right now.
    All infantry-held anti-tank weapons (panzershrek, bazooka and ect.) have damage increase.
    Base and max unit caps doubled. All campaign pop caps doubled as well (little bonus for those who might like scripted as well).

    Allies:
    Sherman (all variants) health increased a little.
    Halftrack health decreased (now weaker then a sherman).
    Calliope fuel cost increased 5 points, 90 munitions cost added.
    Recoilless rifle accuracy and MEDIUM range increased a bit.

    Axis:
    Flak 88 turret cost changed to 400 manpower, 40 fuel and 75 munitions. Pop cap reduced ALOT. Construction time now 75 seconds. Weapon damage increased (with varaince).
    Panther fuel cost dropped by 20 fuel.
    Tiger and Tiger Ace fuel costs dropped (no longer cost prohibitive to have one).
    Halftrack hitpoints reduced (keeping in line with allies' version).
    Panzershrek accuracy aat MEDIUM range increased.
    Defensive artillery scatter radius increased a little, bombardment radius and number of salvos increased. It really hurts now.
    "For the fatherlan" defensive doctrine ability has increased effect on damage reduction and now costs 50 munitions.
    ------------------------------------------------------------

    I've also been able to figure out why I kept getting a fatal scar error and a labotomized AI when I tinkered with the build order - tuns out it doesn't like new and scary changes, so I gotta baby it.

    Anyhow, enjoy. I'll keep working on this

  12. #12
    Member []inveigle[]'s Avatar
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    Keep em' comin'!

  13. #13
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    I like the idea of making shermans a 'zerg' unit.

  14. #14
    Delta_Assault
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    I like the Shermans being weakened and Tigers being strengthened. Makes the game more realistic. However, be careful about weakening Shermans and strengthening the Panzershreks too much. The combination of the two tweaks could prove too much of an advantage for the Axis side.

  15. #15
    Member Warnstaff's Avatar
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    True, but I've also buffed the allied infantry AT weapons as well as the panzershreks. The allied AT guns, though the match for axis, are likely to be used more due to sherman weakness, thus allowing the Shermans to be effective zerg units when supported by a couple AT guns, and maybe some riflemen, snipers or HMGs. Calliopes would be effective as well, for their obvious rocket launchers for going aginst axis infantry............ or you could file all your shermans into a the axis death cannons, thereby clogging them with wreckage

  16. #16
    Nice mod you are building, Warnstaff!

    I'd like to know the summary (just sum it up) of the progress of the tweaked AI.

  17. #17
    RatchetPrime
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    Warnstaff, I have a favor to ask.

    Could you write a tutorial, and add it to the tutorial section of the forums on how to modify the AI? Specifically, how to increase the resource cheating of Hard and Expert.

    My other question is that, can you individually change the resource cheating of manpower, munitions, and fuel, or is it just one global variable like 'AIDifficultyResourceCheating'?

    Thanks!

  18. #18
    Member Warnstaff's Avatar
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    @ camo1018;

    So far, I've stalled on the AI. Between me getting the flu last week (just geting over it now) and the AI's inability to use any sort of complexety of build orders and what seems to be a refusal to reconize most of the better units (i.e. stugs) in those build orders - both of which gives the AI a labotomy (also known as "Fatal AI Scar Error - Failure to Execute" on round startup). Still working on it, but I havn't had this much truoble with an AI, or any modding for that matter since FRED2 (whoch kept corrupting my missions).


    @ RatchetPrime;

    I'm afraid I don't really know what I'm doing with the AI. I've been playing and tinkering with games for 18 years now, and have enough experience to make at least some minor improvements to certain parts of the AI, even when I don't know what I'm doing. I still don't know what nine tenths of the stuff I'm tinkering with actually does.

    If your intrested in giving the AI resource bonuses though, just upen up the ai_player.lua in the tuning_bags folder and just increase the numbers. To add fuel and munition bonuses (which aren't by defualt!), just add the following lines to the said file:

    GameData["res_fuel_bonus_X"] = Y
    GameData["res_munition_bonus_X"] = Y

    X = difficult settings
    Y = Number to multipy default resource rate by

    I left the modifide ai_player.lua file in my mod, so you can see what it actually looks like.

    Thats about the most tuturial writing I'm doing, at least untill I can achieve some understanding on what I'm doing.

    Oh, and the AI is VERY tempermental. A typo here, a comma out of place, and an extra tap of the space bar has a badd ahbbit of labotomizing the AI.
    Last edited by Warnstaff; 6th Oct 06 at 7:00 PM. Reason: Needed to change a possible problem

  19. #19
    Just turning the AI around would be hard, as the scripts in the aifinal folder doesn't really have that much of a choice, regarding what units the AI builds (except for the early builds).

    Only thing that I have found to be useful are personality and base files...

  20. #20
    Member Warnstaff's Avatar
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    True, but I've found that the AI seems incapable of changing or adapting, and with such a limited and unpredictable build order that seems to be partially hardcoded or something, it gets a little stale, just doing the same thing over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.

  21. #21
    Member Warnstaff's Avatar
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    Hey guys. I have another update! It's late for me though, and I just feel like releasing it now, so I havn't had a chance to test everything.

    Download Mod Update

    Just install as before and play as before

    Changelist:

    Global:
    Some more AI tweaks. Have yet to see real changes though.
    Wrecks SHOULD now burn and smoke for much longer. Doesn't seem to work.
    Corpses SHOULD stay alot longer. Piece of fucking shit doesn't like to work though.
    Camera maximum zoom increased ALOT (<<---this DOES WORK!).

    Allies:
    Thompson SMG upgrade cost now 65 munitions. <<-- untested


    Axis:
    Stormtroopers now come with MP44 as default (MP44 upgrade removed as a result).
    MP44 upgrade now costs 50 munitions (not sure what you'd need it for now tough).
    Tiger gun damage increased a little.
    Tiger ACE gun damage increased alot and penetration at short and medium increased (tiger aces are now a really big threat, bigger then normal tigers!). <<BUG FOUND! The cannon has 4 times the range it is supposed to have. will release fix soon>>
    150mm rocket barrage from officer range increased. <<--- untested
    Last edited by Warnstaff; 9th Oct 06 at 10:13 PM.

  22. #22
    Member Warnstaff's Avatar
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    The enthusiactic response from this comunity for this is quite overwhelming

    I got another update, mostly balance and bug fixes:

    Download update

    Install and play as before.

    Changelist:
    Global:
    Pathing tweaks (they very little available).
    Some dead bodies stay forever, but not all, and not nearly enough for what I'm looking for.
    Camera max zoom reset to default (was geting troops dissapearing left, right and center, especially in the lower parts of map).
    Minor Squad AI changes (hopefully they will go for cover alot more).


    Allies:
    Due to bug that spawns 2 Calliopes instead of one - which I can't track down, I've made the ability cost 500 manpower and 80 fuel (that of 2 calliopes).

    Axis:
    Fixed bug in which the tiger ace gun had almost 4 times the range it was supposed to.
    StuH 42 assault gun health increased, rotation speed decreased and weapon damage, accuracy, penetration and reload improved. Basicly, a bigger, badder StuG.

  23. #23
    Mr. Bildo
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    Quote Originally Posted by Warnstaff
    The enthusiactic response from this comunity for this is quite overwhelming
    Yeah.. I think there are a lot of people that just come here and grab mods and stuff "stealth-syle". I'm always seeing about twice as many guests here as members. Don't feel like your efforts are not appreciated. I'm still waiting for a single response on my deformation HOWTO. Hey, I thought it was cool. :hmm:

    BTW -- Are you still having issues with the build orders and priorities?

    --Mr. Bildo

  24. #24
    2,000,000 Kyranzor's Avatar
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    even if others dont express their feelings about your mod, just feel happy inside that YOU put the effort in , and that YOU will get to play the mod even if other people dont want to

    lol this sounds like advice to an emo...
    Last edited by Kyranzor; 11th Oct 06 at 6:53 AM. Reason: flashback

  25. #25
    Warnstaff, the problem is, that while AI tweaks would be wildly accepted and greeted, balance changes are highly subjective. You'd be much better off just doing AI and leaving the balance to the dedicated balance mods.


    Daton

  26. #26
    2,000,000 Kyranzor's Avatar
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    myeaaahhh balance is silly. its not "balance" its the level of "skill required" by the player thats important. i find that the Axis even in the vanilla game are kinda hard to use. yankees just charge in and blow shit up!!

  27. #27
    Member Warnstaff's Avatar
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    Thanks for the encouragement guys

    In regards to balance and AI;

    I'm trying to make the game balance, with all units having a purpose in which they are actually used more then once in a blue moon (like the Panzer IV), as well as trying to bring SOME historical accuracy (like the zergmans and Tiger monsters of mass destruction). I've done most of the balance stuff, and all the new balance and unit changes are really spur of the moment.

    Most of the effort is concentrated on making the AI better and more challenging. The build orders, I've stopped working with for now and am concentrating on the personality and unit purchasing thinking and trying to get it to build defenses and the Axis to build alot more tanks faster. It's hard to see the results sometimes tough.

  28. #28
    Still, your perception of how the units should behave is entirely subjective. Not everyone likes that kind of thing. But everyone (and this has been proven true by the DoW AI mod) wants better AI - for the vanilla game.


    Daton

  29. #29
    Member Warnstaff's Avatar
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    Well, if you don't like the changes to the units, then just delete the DataAttrib folder, and viola, only AI improvements [/NoSarcasm]

    [EDIT] You know what? I'm gonna start releasing my mod in 2 parts: 1 part will be what I usually release, while the other part will be just the AI [/EDIT]

  30. #30

    Still, your perception of how the units should behave is entirely subjective. Not everyone likes that kind of thing. But everyone (and this has been proven true by the DoW AI mod) wants better AI - for the vanilla game.


    Daton
    AI changes are entirely subjective too. I say let him make his mod the way he wants and you make your own if you like.

  31. #31
    2,000,000 Kyranzor's Avatar
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    yeeaah at least this guy does something. stop abusing people daton! just work on your homeworld mod (which sounds pro btw daton, good luck!!)

  32. #32
    LetoAtreides
    Guest
    AI changes are entirely subjective too. I say let him make his mod the way he wants and you make your own if you like.
    Well said. If Warnstaff wanted to change just the AI, I'm sure he would have done just that.

    By the way Warnstaff, great mod you've got going here. A few friends and I have started playing this regularly on the LAN. We especially love the lethality of the Panthers and Tiger's now; how they should have been .

    Couple of suggestions, though. Firstly, now that the Shermans longegivity is realistically represented it makes the 100mu cost of the .50 cal upgrade too risky and expensive. How about dropping it to say, 50mu?

    Also, have you expermented with weapon ranges at all? We tried another mod (can't remember what it's called) which made the tank/AT gun weapon ranges a little more realistic (i.e. longer). Although we didn't take to the mod itself, this aspect really added something to the gameplay.

  33. #33
    AI changes are entirely subjective too.
    DoW's AI mod has proven that to be either untrue or that the collective subjective expirience of the community is identical. Either way, a pure AI mod appeals to a much broader section of the playerbase than an AI mod coupled with balance changes.


    Daton

  34. #34
    LetoAtreides
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    Daton, if you're so concerned with 'appealing to a wider audience' maybe you should take a leaf out of you're own book and stop being so antagonistic. In multiple threads now, I've seen you bring nothing but negativity.

    You seem to think you are being 'helpful' with your 'suggestions'; you are not. You just argue for arguments sake, as far as I can tell. Please go and troll somewhere else, as I for one would like to see this mod develop unhindered.

  35. #35
    Please show me where I told Warnstaff that this mod is not worth continuing. Or where I've said that it's not a good idea. You won't find a single instance of it. I am merely informing him how to reach a broader audience with his mod - since that is precisely what he wanted judging from this statement of his:

    The enthusiactic response from this comunity for this is quite overwhelming

    Daton

  36. #36
    2,000,000 Kyranzor's Avatar
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    well, what you are saying daton REALLY is unnecissary(sp?). not saying anything would have more effect than saying something. a PM would suffice, not a public winge

    PS: that quote was just him being sarcastic btw. the rolling eyes was a give away
    Last edited by Kyranzor; 12th Oct 06 at 6:40 AM. Reason: in addition

  37. #37
    Member Warnstaff's Avatar
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    Ok, now the response is overwhelming

    @Daton:
    I'll be releasing my AI changes as a seperate mod as well as what I've been releasing in a package (i.e. 2 mods in one zip).

    @LetoAtreides:
    I've actually been thinking about dropping all sherman upgrades to about 40 munitions I've also been considering (though not a whole lot) about increasing the AT gun range, but it isn't going to be all that effective at range due to loss of penetration power........ however, the tanks wouldn't be all that good. AT guns outrange tank guns by alot,, and do easilly whitle away my tanks, rather quickly.......... then again my AI opponents have been smart enough (or lucky enough) to put the guns in non-flankable positions....... which snipers and nebels take care of............ maybe I will increase their range by......... 35-ish%? I think while I buff the AT gun range, I'll increase mortar range as well

  38. #38
    fenwe
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    @Warnstaff - I have begun taking a look at the AI. I saw this thread and figured you probably all ready know the answer. How do I increase the % chance that the AI will reinforce a squad that has lost one or more members? Thanks!

  39. #39
    Member Warnstaff's Avatar
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    I'm not entirely sure. As I've stated before, I barely know what any of the AI functions are. It's probably something to do with abilities though.

  40. #40
    fenwe
    Guest
    Thanks for the reply, here is the function that I was looking for, FYI:


    function AccumulateReinforceDemand( availableResources )
    -- run through all the squads that need reinforcements and see if they could use
    -- a reinforcement - or we can allocate money to them
    if (Task_CountProduction( s_selfplayer, PITEM_SquadReinforce ) == 0 and AIProduction_AnyReinforcementsNeeded( s_selfplayer )) then

    located in strategic_unit_purchase.ai

  41. #41
    LetoAtreides
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    Warnstaff, that sounds like a great idea with regard to the 40mu for Sherman upgrades.

    I've been having a little play with AT gun and tank gun ranges, but unfortunately, I keep lobotomising the AI with my fiddling .

    A slight increase on the AT gun range seemed to work really well. I also increased the ranges slightly on the Panther 75mm HV gun and the Tiger 88 (including the Ace) to better represent these machines real-world ability; this seemed to work well and gave them the extra edge thay had in reality. To balance this, I upped the range of the M10 and Sherman 76mm HV gun as a counter (this also makes the Wolverine and the 76mm upgrade more worthwhile buys, IMHO). Just suggestions, but try it out to see what you think.

    Oh yeah, one last thing; if you want to attract more people to the mod, give it a proper name. It invariably seems to do the trick .

  42. #42
    2,000,000 Kyranzor's Avatar
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    lol how did you mess up the AI just by changing ranges? lol..

  43. #43
    Member Thoragoros's Avatar
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    Warn this is a great mod! I love what you did with the Shermans, making them more believable, that is, more true to life. Thanks alot and keep up the GREAT work!

  44. #44
    Member Warnstaff's Avatar
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    @fenwe
    Thanks for the info. I'll definetly be tinkering with that

    @LetoAtreides
    I'm quite relunctant to make more changes the current tank guns. I'm not looking to make a realistic mod, but one that's more accurate then what I originally bought. Besides, with the small size of the maps, and the fact that I havn't found the rear and side armour damage multipliers, the axis tanks would have an unbalanced advantage by being able to kill off allied tanks before they even get a a chance to fire........... moreso. However, I might start playing with it after the next release

    @Kyranzor
    You'd be very surprised at how little it takes to screw up the AI. An extra space here, and extra { there is more then enough to make the AI die.


    @ALL
    I'm certainly open to name suggestion. I've never been any good at it. Most of the names I think of are all designations. If I were naming the tanks, I'd have givin the shermans names like "Light mass armour" and "Light flame armour"

  45. #45
    2,000,000 Kyranzor's Avatar
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    but the weapon's attributes for ranges have nothing to do with the AI. thats what i mean. i've had a squiz at the AI files too, looks pretty simple coding. however its hard to ACTUALLY find any values to change because they are all hidden or encrypted sorta files that are only refered to or inherited...

  46. #46
    cegorach
    Guest
    Great mod, really enjoy it.

    Daton, try inserting "I think..." into your posts. Not being snarky, but you will get people's backs up unless you clarify you are stating your opinion, not scripture if you are going to be handing out a lot of advice. That's the internet for you.

  47. #47
    2,000,000 Kyranzor's Avatar
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    hey Warnstaff, could you please post a HOWTO on basic AI scripts, codes etc if you find out how they work? thanks pro!
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  48. #48
    Member Warnstaff's Avatar
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    I'll see what I can do, but bear in mind that the way I do the AI is trial and error with "hey this didn't crash me, so it stays, that did crash me so undo". I suppose I could do a little blurb on how to make the AI more painful tough...............

  49. #49
    fenwe
    Guest
    @Warnstaff - If you would like to start a thread to discuss the AI stuff, I would help contribute. *shrug* It might be easier bouncing ideas off of each other because it can be painfully slow, like you stated.

    @Kyranzor

    Code:
    s_axis_munition_units = 
    {
    -- NAME, MUNITION RATE, MUNITION FLOAT, ANTICLASS(TANK, INFANTRY, LV, STRUCTURE)
    [PBG_GetID(SBP.AXIS_MORTAR)] = {35, 270, {1, 3, 1, 3} },
    [PBG_GetID(SBP.AXIS_GRENADIER)] = {35, 250, {0, 5, 4, 2} },
    [PBG_GetID(SBP.AXIS_HALFTRACK)] = {60, 450, {6, 5, 9, 5} },
    [PBG_GetID(SBP.AXIS_PIONEER)] = {40, 200, {0.5, 1, 0.5, 3} },
    [PBG_GetID(SBP.AXIS_STORMTROOPER)] = {40, 425, {0, 5, 4, 2} }, -- bundled grenade factored in
    [PBG_GetID(SBP.AXIS_VOLKSGRENADIER)] = {30, 280, {0, 5, 0, 1} }, 
    [PBG_GetID(SBP.AXIS_ARMOURCAR)] = {40, 280, {1, 6, 6, 2} },
    [PBG_GetID(SBP.AXIS_HEAVYMG)] = {30, 260, {0, 5, 0, 1} },
    [PBG_GetID(SBP.AXIS_50MM)] = {30, 310, {4, 0, 6, 3} },
    [PBG_GetID(SBP.AXIS_PANZER_FLAK)] = {45, 410, {6, 10, 10, 9} },
    [PBG_GetID(SBP.AXIS_PANTHER)] = {45, 640, {10, 7, 7, 7} },
    [PBG_GetID(SBP.AXIS_PANZER)] = {45, 410, {8, 7, 7, 7} },
    [PBG_GetID(SBP.AXIS_STUG)] = {40, 340, {5, 4, 6, 3} },
    [PBG_GetID(SBP.AXIS_150MM)] = {999, 999, {5, 4, 7, 3} },
    [PBG_GetID(SBP.AXIS_KNIGHTSCROSS)] = {999, 999, {7, 7, 9, 9} },
    [PBG_GetID(SBP.AXIS_OFFICER)] = {999, 999, {7, 7, 9, 9} },
    }
     
    function Axis_SpecialUnitDemand( unitPBG, currentDemand )
     
    local demand_increase = 0
     
    local pbgid = PBG_GetID( unitPBG )
    local mun_unit = s_axis_munition_units[ pbgid ]
    if (mun_unit) then
    if (AIResource_GetCurrentResourceRate( s_selfplayer ).manpower > mun_unit[1] or
    AIResource_GetCurrentResources( s_selfplayer ).manpower > mun_unit[2]) then
    local anti_class = {[0]=mun_unit[3][1],[1]=mun_unit[3][2],[2]=mun_unit[3][3],[3]=mun_unit[3][4]}
    demand_increase = SquadAntiClassDemandFromRating( anti_class )
    --purchase_trace(("munition-demand-bonus:"..demand_increase)
    end
    end
     
    if (PBG_IsSame( unitPBG, s_engineer )) then
    return EngineerPioneerDemand() + demand_increase
     
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_HEAVYMG )) then
    local count = UtilPBG_CountTotal( unitPBG )
    if (count > 2) then
    return DEMAND_NeverBuild 
    end
    return demand_increase
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_STORMTROOPER )) then
    local count = UtilPBG_CountTotal( unitPBG )
    if (count > 2) then
    return DEMAND_NeverBuild 
    end
    return demand_increase
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_OFFICER )) then
     
    return DEMAND_NeverBuild
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_KNIGHTSCROSS )) then
     
    return DEMAND_NeverBuild
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_150MM )) then
     
    return DEMAND_NeverBuild
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_GOLIATH )) then
     
    -- always make sure there are at least 3 support units on your side before building a goliath
    -- if (cache.military_non_engineer_count < 3) then
    return DEMAND_NeverBuild
    -- end
     
    -- local count = UtilPBG_CountTotal( unitPBG )
    --aitrace(("GOLIATH COUNT:"..count)
    -- if (count>0) then
    -- hard limit of 3-4
    -- if (count>3) then
    -- return DEMAND_NeverBuild
    -- end
    -- decrease demand by X for each additional goliath so we reduce the number of these units at the same time
    -- return -count*100
    -- end
     
    elseif (PBG_IsSame( unitPBG, SBP.AXIS_HALFTRACK )) then
     
    -- do we have or are we thinking about phase3?
    local upg_count = UtilPBG_CountAliveOrProduced( UPG.AXIS_PHASE3 )
    if (upg_count == 0) then
    return DEMAND_NeverBuild
    end
     
    end
     
    -- nebelwerfer - build these when what? They don't have anticlass ratings so we need to add some in here
     
    -- if we have lots of this particular unit we can adjust its demand, possibly do a multiplier on it
    return demand_increase
     
    end
    OK, This is the rules_unit_purchase.ai. I have added addtional elements to the Axis table. I switched from using .munitions as one of the primary gates to building something to .manpower, and I have created some rules for what I definitely don't want to build and what I only want a certain number of. This "works" so far, but I pulled the anti number out of my tail and things need to be refined, but it will give you an idea of what can be done.

  50. #50
    Good work, I'm enjoying your mod.

    Not exactly what I would have done, but well, you know, Im way to lazy to make one, and what you did is better then what i could think of anyway so im enjoying yours.

    You need to talent to make a good mod, granted, but also drive and vision. Dont let certain people try and change what your doing and spoil it for you.

    DoW's AI mod has proven that to be either untrue or that the collective subjective expirience of the community is identical.


    Daton

    Ahh . . . it is true I'm afraid. As for the "collective subjective expirience of the community" (lol) check the boards, what some people think is a good AI is very different to another.

    You might make it 'better' for some simply by making it cheat more, you might even improve it for some people by making it easier for them as they already have a hard time with it. Theres lots of variants and whether its 'better' is very subjective.

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