View topic - Unit specific configs for e323



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PostPosted: 08 Sep 2010, 00:42 

Joined: 11 May 2008, 22:29
Tell me if there is some what to teach the ai what to build and in what order to build it ?

As it is now it refuses to build some things, even after tweaking.

And if more info is needed i can upload it.


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PostPosted: 08 Sep 2010, 01:17 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
You can't set a build order. There is no need.

"Some" things are what things?


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PostPosted: 08 Sep 2010, 22:28 

Joined: 11 May 2008, 22:29
Units then.


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PostPosted: 09 Sep 2010, 11:03 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
Publish your mod & categorization file. I'll look into them.


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PostPosted: 09 Sep 2010, 13:17 
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Joined: 07 Apr 2009, 11:43
How is there no need to set an exact build order? It seems the strongest way to start a game, have a good map specific build for the first minute or a bit more.


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PostPosted: 09 Sep 2010, 14:08 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
I wanted to say that there is no need for E323AI to specify build order cause it is not supported and will not be. I suggest you making a perfect AI with Shard if you need.


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PostPosted: 09 Sep 2010, 17:10 

Joined: 11 May 2008, 22:29
Ok then there is a problem with the units and or build list somewhere,
but i don't know what to search for.

It seems to only want to build one factory with com, and 2-3 units types per builder and factory.


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PostPosted: 09 Sep 2010, 17:55 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
slogic wrote:
Publish your mod & categorization file. I'll look into them.


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PostPosted: 09 Sep 2010, 23:19 

Joined: 11 May 2008, 22:29
Iv also tried to disable units and remove entries from categorization file to make it only build one or more thing but it refuses.
I disabled using the side data file. but this is all enabled.

Ai is using biocom or kincom, players use iscom or clancom.


http://www.hotshare.net/file/299887-27532664f7.html
http://hotfile.com/dl/68259127/680343e/configs.7z.html


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PostPosted: 10 Sep 2010, 08:35 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
After testing mod a bit i knew that arm AI commander can build the only factory: shipyard. So, what did you expect from AI to build on non-water maps? Also i don't understand why do you need a special side for AI?


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PostPosted: 10 Sep 2010, 12:28 

Joined: 11 May 2008, 22:29
slogic wrote:
After testing mod a bit i knew that arm AI commander can build the only factory: shipyard. So, what did you expect from AI to build on non-water maps? Also i don't understand why do you need a special side for AI?


For me it made either Kbot lab or Aicraft plant pedending on map and settings.

Ai comanders kincom and biocom was made to make rai build when it did not supported morphing.

Also tried MA v5.0 that dont use morphing but similar result using iscom or clancom.


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PostPosted: 10 Sep 2010, 13:16 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
Are you trying to get a morphing AI?


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PostPosted: 10 Sep 2010, 19:15 

Joined: 11 May 2008, 22:29
oksnoop2 wrote:
Are you trying to get a morphing AI?


No but it would be great.


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