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Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sat Feb 15, 2014 9:27 am
by Protrector
Removed link.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sat Feb 15, 2014 6:42 pm
by Protrector
Features: fast base attack, better planning,fast,etc.

Enjoy.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sat Feb 15, 2014 8:47 pm
by DarkCobra262
Protrector wrote:Features: fast base attack, better planning,fast,etc.

Enjoy.
Having fun making AIPs?

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sat Feb 15, 2014 9:09 pm
by Red Devil
the first CollectPool plans in most of the AIP's are corrupted:

[Plan1]
planType = "CollectPool"
planPriority = 290
planCondition = "NotExists"
planConditionClass = "fbscup"
planConditionCount = 5
Àò• = Xò•
ô• = '•"
maxTries = ô•
= ô•
buildIfNoIdle = 1

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sun Feb 16, 2014 7:15 am
by Protrector
They work fine.


It is a program bug. If you select all things inside the plan and delete them, when you open the plan it will show that stuff and will give error at pressing ok. The aip works just fine as long as you don't open collect pool plans.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sun Feb 16, 2014 12:05 pm
by MrTwosheds
:?
Notepad2.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sun Feb 16, 2014 3:13 pm
by Protrector
I will make level 3 faster and stronger. Is there a way to tell the aip to attack more targets at once?

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sun Feb 16, 2014 3:35 pm
by Red Spot
Build all units first, than send out 2 attacks after each other. Do note that you're dependend on dll stuff you have no control over using the AIP's so you'll never be sure they actually arrive at the same time, you'll need to use the dll to facilitate such needs.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Sun Feb 16, 2014 11:19 pm
by MrTwosheds
It is a program bug. If you select all things inside the plan and delete them, when you open the plan it will show that stuff and will give error at pressing ok. The aip works just fine as long as you don't open collect pool plans.
Here I guessed that you are using the very out of date aip constuction software. By now you should have enough of a clue to stop using this. "Conditions" would allow you to launch your attacks in a more organized way.
The following is not for a stock race, its just a bit of something I was working on a while back.

Code: Select all

[Plan29]//build level2 tank units
planCondition = "Exists"
planConditionClass = "dbfact"
planConditionClassProvided = true
planConditionCount = 1
planCompare = "="
planConditionOr = false//and
planCondition2 = "Exists"
planConditionClass2 = "dbtcen"
planConditionClassProvided2 = true
planConditionCount2 = 1
planCompare2 = "="
MinTtlScrap = 60
planType = "BuildMinimums"
planPriority = 880
buildType1 = "dvtank_a"
buildCount1 = 1
buildType2 = "dvsent_a"
buildCount2 = 1
buildType3 = "dvmisl_a"
buildCount3 = 1
buildType4 = "dvtankb"
buildCount4 = 1
buildType5 = "dvtankc"
buildCount5 = 1

[Plan30]//attack with level2 tank units
planCondition = "Exists"
planConditionClass = "dvtank_a"
planConditionClassProvided = true
planConditionCount = 1
planCompare = ">="
planConditionOr = false//and
planCondition2 = "Exists"
planConditionClass2 = "dvsent_a"
planConditionClassProvided2 = true
planConditionCount2 = 1
planCompare2 = ">="
planConditionOr2 = false//and
planCondition3 = "Exists"
planConditionClass3 = "dvmisl_a"
planConditionClassProvided3 = true
planConditionCount3 = 1
planCompare3 = ">="
planConditionOr3 = false//and
planCondition4 = "Exists"
planConditionClass4 = "dvtankb"
planConditionClassProvided4 = true
planConditionCount4 = 1
planCompare4 = ">="
planConditionOr4 = false//and
planCondition5 = "Exists"
planConditionClass5 = "dvtankc"
planConditionClassProvided5 = true
planConditionCount5 = 1
planCompare5 = ">="
planType = "Attacker"
planPriority = 860
targetType = "defendunit"
targetType1 = "defender"
targetType2 = "extract"
targetType3 = "VIRTUAL_CLASS_CONSTRUCTIONRIG"
targetType4 = "VIRTUAL_CLASS_SERVICETRUCK"
targetType5 = "VIRTUAL_CLASS_SCAVENGER"
targetType6 = "base"
attackType1 = "dvtank_a"
attackType2 = "dvsent_a"
attackType3 = "dvmisl_a"
attackType4 = "dvtankb"
attackType5 = "dvtankc"
maxTimes = 0
Basically It ensures that the AI has a factory and a tech center, builds 5 different types of vehicle, if it has 60 scrap, waits until they all exist, and then attacks 7 types of target with them.

Here is some more stuff that i consider "powerful"

Code: Select all

[Start]
DLLCanSwitch = False// needs SwitchAIP plan!
scrapCount = 40
consClass = "dvcons"
scavClass = "dvscav"
baseDir = 2
checkProvides = True 

[IdleDispatcher] //flushes out idle units from previous AIP
ScavIdleSeconds = 5
UnitIdleSeconds = 180
MinAttackForce = 4
BomberIdleSeconds = 180  # of seconds before a bomber is sent out.
MaxBomberTargets = 8
sendAllUnitsOnStartup = true

Code: Select all

//[Plan1]//quick base building detected
planCondition = "HisExists"
planConditionClass = "VIRTUAL_CLASS_FACTORY"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
planConditionOr = false//and
planCondition2 = "HisExists"
planConditionClass2 = "VIRTUAL_CLASS_SUPPLYDEPOT"
planConditionCount2 = 1
planCompare2 = ">="
planConditionClassProvided2 = true
planConditionOr2 = false//and
planCondition3 = "HisExists"
planConditionClass3 = "VIRTUAL_CLASS_ARMORY"
planConditionCount3 = 1
planCompare3 = ">="
planConditionClassProvided3 = true
planConditionOr3 = true//or
planCondition4 = "HisExists"
planConditionClass4 = "VIRTUAL_CLASS_BARRACKS"
planConditionCount4 = 1
planCompare4 = ">="
planConditionClassProvided4 = true
planPriority = 1014
planType = "SwitchAIP"
NextAIP = "LOS13_dd6.aip"
SwitchAIP with conditions allows your ai to respond to what the player does, eg If the player builds lots of GT's you switch to the Assault tank attack plan, But if the player goes all Vet-like and builds his base fast with little defense, then you use the tanks and scouts to spoil their day :)
Obviously planConditions can be used for all sorts of things like parking defensive rocket tanks around the AI base once the player has a bomber bay or not trying to build expensive units when it does not have enough scrap, To even checking to see if a pathpoint exists on that particular map.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Tue Feb 18, 2014 10:04 am
by Protrector
Yeah, I build minimus 10 APS. Computer builds 6 and attacks with 3 automatically. My attack plan with 10 APC will never be fulfilled.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Tue Feb 18, 2014 3:37 pm
by Red Spot
MrTwosheds wrote:eg If the player builds lots of GT's you switch to the Assault tank attack plan, But if the player goes all Vet-like and builds his base fast with little defense, then you use the tanks and scouts to spoil their day :)
Not sure if that was just an example and not an example of your example .. err .. yeah! Cause you're not checking for GT's, so if you switch your plan like that your force of sabre's might meet a wall of GT's anyway.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Tue Feb 18, 2014 8:23 pm
by MrTwosheds
Its just an example of conditions in use. There are other plans to check for defenders or bombers etc. This particular aip can switch to any of 4 other plans, depending on what the player does, those 4 plans can all switch to the other 3 under certain circumstances or go on to the next tech level set of AIP's.
Yeah, I build minimus 10 APS. Computer builds 6 and attacks with 3 automatically. My attack plan with 10 APC will never be fulfilled.
So putting the condition

planCondition = "Exists"
planConditionClass = "ivapc"
planConditionClassProvided = true
planConditionCount = 10
planCompare = ">="

at the start of the attacker plan will prevent the attack from happening before there are at least 10 apc's.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Tue Feb 18, 2014 9:27 pm
by Red Spot
APC's take a long time to build, if the idle dispatcher isnt set long enough you can use conditions as much as you want it isnt going to wait sending attacks out. Also the AIP's should respect the number of attackers in a plan and not execute it untill conditions are met, buildifnoidle-flag can be of use .. or not, depending on how the AIP's are set up. But first of all make sure the idle dispatcher is set long enough for your plans to work. Also note that plans can be interrupted.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Wed Feb 19, 2014 12:27 am
by MrTwosheds
One of the advantages with SwitchAIP is that it allows you to make each aip simpler. Make sure they have the basic base building commands for whatever tech level the aip deals with and then add the unit builds, attacks or whatever that that particular strategic path requires. Its much easier than trying to make just one AIP that does everything.

Re: SWORD-insane aip for mpi games.Extract in battlezone fol

Posted: Wed Feb 19, 2014 10:14 am
by Protrector
Yeah, Sword level 3 is almost done. Question: How to give chain to the scout?