SWORD-insane aip for mpi games.Extract in battlezone folder.
Moderators: GSH, VSMIT, Red Devil, Commando
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- Thunderbolt
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Re: New Challengeable AIP
Fellow comrades, it is done! Please play it
More AIPs will be coming soon.
More AIPs will be coming soon.
Building aips for everyone.
- Red Devil
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Re: New Challengeable AIP
my anti-malware intercepted your link and reported it as dangerous...
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
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- Thunderbolt
- Posts: 105
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- Red Devil
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- Joined: Fri Feb 18, 2011 5:10 pm
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Re: New Challengeable AIP
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- Red Devil
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Re: New Challengeable AIP
perhaps you can use another site?
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- General BlackDragon
- Flying Mauler
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Re: New Challengeable AIP
i always recommend filefront
Battlezone Classic Public Forums
*****General BlackDragon*****
*****General BlackDragon*****
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- Thunderbolt
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Re: New Challengeable AIP
problems never stop comming
thanks for the support, i will soon change link
thanks for the support, i will soon change link
Building aips for everyone.
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- Thunderbolt
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- DarkCobra262
- Sabre
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Re: New Challengeable AIP
I wonder when someone will post constructive criticism of the AIPs.
Modding/Modelling like a noob...
- Red Devil
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Re: New Challengeable AIP
i was able to download them last night, so i'm going to try them now.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- Red Devil
- Recycler
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- Joined: Fri Feb 18, 2011 5:10 pm
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Re: New Challengeable AIP
the thing that jumps out at me right away are some Upgrade plans, like this:
[Plan20]
planType = "Upgrade"
planPriority = 390
unitType = "ibsbay"
targetType = "ivturr"
buildings are unable to upgrade units, *but* i like the idea of them being able to
the only unit that can upgrade buildings - and craft - are construction rigs (ivcons/fvcons).
also, the AI base could use some extra power being built to prevent them from quickly being reduced to being powerless.
they cover pools quickly, but sometimes the scavs get near to their target pool and are pulled off by a recently-built scav stealing its target, so i might build a group of scavs, then use CollectPool plans without buildifnoidle statements.
they attack very well with a nice variety and number of units.
i like how you *don't* mix the hovercraft attackers with the treaded and air attackers; mixing different types of craft tends to break up attacker plans because the hovercraft get to the target first and get killed, leaving the treaded ones in limbo.
if you would like to use different weapons on units, you can tell the AIP to build a weapons crate before building a unit.
quick example:
[Plan40]
planType = "BuildMinimums"
planPriority = 500
planCondition = "NotExists"
planConditionClass = "fvsent"
planCompare = ">=" <<<<====== also, notice the addition of this statement
planConditionCount = 2
buildType1 = "apgaus"
buildCount1 = 2
buildType2 = "fvsent"
buildCount2 = 2
there are other plan entries available to use that would help.
Example:
[Plan80]
//ATTACK POOLS
CheckProvides = true
planPriority = 930
//ForceStagePoint = 2
planType = "Attacker"
attackMode = -1 // -1 = auto, 0 = combat, 1 = assault
pickTargetType = 0 // pickTargetType = 1 // 0 = first match (usually oldest?), 1 = closest, 2 = random
planCondition = "NotExists"
planConditionClass = "Bunker"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
planCondition2 = "HisExists"
planConditionClass2 = "Pool"
planCompare2 = ">="
planConditionCount2 = 2
planConditionClassProvided2 = true
targetType = "Pool"
targetType1 = "Scav"
targetType2 = "DefendUnit"
targetType3 = "Defense"
targetType4 = "MainBase"
attackType1 = "ivscout66c"
attackType2 = "ivscout66c"
AttackAnything = true
maxAttacks = 0
buildIfNoIdle = 1
ContinueEvenIfFail = true
planConditionClass = "Bunker" and targetType = "Pool" uses a provideName entry which can be added to an ODF:
i.e., provideName1 = "Pool"
you use those so you don't have to name each target name, just the type.
if you don't already use it, the AIP Debugger is available. you can turn it on by toggling the console open (using Ctrl ~) and entering game.debugaip, then toggling the console closed. you can position the debugger by adjusting the settings in gameprefs.ini. i copy the settings to LocalPrefs_bzone.ini and stick that in a folder inside addon so my settings don't get overridden by patch updates.
if you don't already, you can also use a cheat ship with uber weapons and radar to help you test AIP's (saves a lot of time).
very nice job for your first AIP's. i'll add some more observations after i finish checking out the AIP's.
[Plan20]
planType = "Upgrade"
planPriority = 390
unitType = "ibsbay"
targetType = "ivturr"
buildings are unable to upgrade units, *but* i like the idea of them being able to
the only unit that can upgrade buildings - and craft - are construction rigs (ivcons/fvcons).
also, the AI base could use some extra power being built to prevent them from quickly being reduced to being powerless.
they cover pools quickly, but sometimes the scavs get near to their target pool and are pulled off by a recently-built scav stealing its target, so i might build a group of scavs, then use CollectPool plans without buildifnoidle statements.
they attack very well with a nice variety and number of units.
i like how you *don't* mix the hovercraft attackers with the treaded and air attackers; mixing different types of craft tends to break up attacker plans because the hovercraft get to the target first and get killed, leaving the treaded ones in limbo.
if you would like to use different weapons on units, you can tell the AIP to build a weapons crate before building a unit.
quick example:
[Plan40]
planType = "BuildMinimums"
planPriority = 500
planCondition = "NotExists"
planConditionClass = "fvsent"
planCompare = ">=" <<<<====== also, notice the addition of this statement
planConditionCount = 2
buildType1 = "apgaus"
buildCount1 = 2
buildType2 = "fvsent"
buildCount2 = 2
there are other plan entries available to use that would help.
Example:
[Plan80]
//ATTACK POOLS
CheckProvides = true
planPriority = 930
//ForceStagePoint = 2
planType = "Attacker"
attackMode = -1 // -1 = auto, 0 = combat, 1 = assault
pickTargetType = 0 // pickTargetType = 1 // 0 = first match (usually oldest?), 1 = closest, 2 = random
planCondition = "NotExists"
planConditionClass = "Bunker"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
planCondition2 = "HisExists"
planConditionClass2 = "Pool"
planCompare2 = ">="
planConditionCount2 = 2
planConditionClassProvided2 = true
targetType = "Pool"
targetType1 = "Scav"
targetType2 = "DefendUnit"
targetType3 = "Defense"
targetType4 = "MainBase"
attackType1 = "ivscout66c"
attackType2 = "ivscout66c"
AttackAnything = true
maxAttacks = 0
buildIfNoIdle = 1
ContinueEvenIfFail = true
planConditionClass = "Bunker" and targetType = "Pool" uses a provideName entry which can be added to an ODF:
i.e., provideName1 = "Pool"
you use those so you don't have to name each target name, just the type.
if you don't already use it, the AIP Debugger is available. you can turn it on by toggling the console open (using Ctrl ~) and entering game.debugaip, then toggling the console closed. you can position the debugger by adjusting the settings in gameprefs.ini. i copy the settings to LocalPrefs_bzone.ini and stick that in a folder inside addon so my settings don't get overridden by patch updates.
if you don't already, you can also use a cheat ship with uber weapons and radar to help you test AIP's (saves a lot of time).
very nice job for your first AIP's. i'll add some more observations after i finish checking out the AIP's.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: New Challengeable AIP
seeing that the iis AIP - maybe others? - is stalled due to trying to build service trucks before the service bay is built. it's common in AIP's.
a quick fix for that is to add a ContinueEvenIfFail = true entry to the plan that builds the service trucks, but the best way is to make sure that all the requirements for a building/unit are built before that unit is built.
also noticed that the recover and service plans could use these entries, which you can tweak to your own values:
MinWreckAmmo = 0.3
MinWreckHealth = 0.3
MaxWreckAmmo = 0.8
MaxWreckHealth = 0.8
RepairTime = 30.0 // Max time a servicer will spend on a unit
MaxWreckDist = 200.0 // Distance from service bay to unit to begin servicing
also seeing some maxLoops entries on some BuildMinimums plans; maxLoops entries goes with the BuildLoop plan type.
[Plan21]
planType = "BuildMinimums"
planPriority = 380
planCondition = "NotExists"
planConditionClass = "ivturr"
planConditionCount = 3
buildType1 = "ivturr"
buildCount1 = 1
maxLoops = 3 <=======
buildIfNoIdle = 1
anyways, that's probably enough feedback for now; you've done a good job so far.
a quick fix for that is to add a ContinueEvenIfFail = true entry to the plan that builds the service trucks, but the best way is to make sure that all the requirements for a building/unit are built before that unit is built.
also noticed that the recover and service plans could use these entries, which you can tweak to your own values:
MinWreckAmmo = 0.3
MinWreckHealth = 0.3
MaxWreckAmmo = 0.8
MaxWreckHealth = 0.8
RepairTime = 30.0 // Max time a servicer will spend on a unit
MaxWreckDist = 200.0 // Distance from service bay to unit to begin servicing
also seeing some maxLoops entries on some BuildMinimums plans; maxLoops entries goes with the BuildLoop plan type.
[Plan21]
planType = "BuildMinimums"
planPriority = 380
planCondition = "NotExists"
planConditionClass = "ivturr"
planConditionCount = 3
buildType1 = "ivturr"
buildCount1 = 1
maxLoops = 3 <=======
buildIfNoIdle = 1
anyways, that's probably enough feedback for now; you've done a good job so far.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: New Challengeable AIP
aside: i gave the BZC AIP's a once over awhile back and remembered they need an initial targetType entry:
pb4, line 4102
Once a gap is seen in numbering, or an item points to an invalid
config, scanning is stopped. (The only limit on # of targetTypes is
memory, but I'd suggest that 64 would be a good practical limit.)
targetType still needs to be present, and is the first possible victim
of a plan. TargetType1 is the second possible victim of a plan,
TargetType2 is the third possible victim of a plan, etc.
pb4, line 4102
Once a gap is seen in numbering, or an item points to an invalid
config, scanning is stopped. (The only limit on # of targetTypes is
memory, but I'd suggest that 64 would be a good practical limit.)
targetType still needs to be present, and is the first possible victim
of a plan. TargetType1 is the second possible victim of a plan,
TargetType2 is the third possible victim of a plan, etc.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
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- Thunderbolt
- Posts: 105
- Joined: Mon Sep 30, 2013 4:01 pm
Re: New Challengeable AIP
Building aips for everyone.
Re: New Challengeable AIP
The AI never send in RKTs, they build two but they where never send. Also no walkers.
When an APC is send to attack a building and that building is destroyed the pilots (or the APC) sometimes just go home instead of picking a new target. Mortar bikes seems to to that too.
The AI builds 2 gun towers behind there recycler, they should build them in front.
Instead of sending missle scouts I'd send scouts, they are too easy to kill alone. Could mix scouts with msl scouts and give' em shadower too.
At the start you send in 3 AT-Stab tanks, they are too weak imho.
When an APC is send to attack a building and that building is destroyed the pilots (or the APC) sometimes just go home instead of picking a new target. Mortar bikes seems to to that too.
The AI builds 2 gun towers behind there recycler, they should build them in front.
Instead of sending missle scouts I'd send scouts, they are too easy to kill alone. Could mix scouts with msl scouts and give' em shadower too.
At the start you send in 3 AT-Stab tanks, they are too weak imho.