View topic - all Rai AI is refusing to use Sea and only Air



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PostPosted: 04 Sep 2010, 17:48 
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Joined: 17 Aug 2010, 20:39
every time i join a game in single player Rai AI refuses to use sea, and only uses Air on island sea maps. can i fix this in any way as all othere AIs use Air and land


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PostPosted: 04 Sep 2010, 20:50 

Joined: 21 Oct 2008, 01:54
Wrong section. Try the "AI" section.


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PostPosted: 05 Sep 2010, 07:47 
Spring Developer
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Joined: 22 Sep 2007, 08:51
if you know C++ well, you could change RAI.. there is no other way.


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PostPosted: 08 Sep 2010, 18:00 
Community Lead
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
Moved.


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PostPosted: 08 Sep 2010, 18:48 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
I've seen RAI build boats before what game/mod are you playing?


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PostPosted: 09 Sep 2010, 16:38 
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Joined: 17 Aug 2010, 20:39
i use BA, CA and NOTA all the time and they never build sea, they use amphibious tanks but never sea and ships. They only use Air Bomber attacks on sea maps.

If there is no solution could some one recommend me a download link for a Good AI that can use SEA AIR and LAND

and tell me how to install it coz i am a noob :lol:

Thx for all help :-)


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PostPosted: 12 Sep 2010, 13:19 

Joined: 17 Feb 2007, 18:43
Location: Netherlands
I just tested a game with RAI, AAI and E323 and all of them build ships. This is with the bots from the latest spring release. I started a online game tho, not single player...not sure if that could make a difference.


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PostPosted: 12 Sep 2010, 16:19 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
E323AI does not officially support naval gameplay. Building of naval units by AI is just a side effect of _partial_ naval units support. It is not finished yet.


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PostPosted: 12 Sep 2010, 18:47 
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Joined: 17 Aug 2010, 20:39
i just played a game with AAI and E323 and they build tide machines but not Dock yards to make ships or subs :(

could anyone recommend me a good AI for ships


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PostPosted: 12 Sep 2010, 21:23 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
You can make one with by writing a config for shard.


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PostPosted: 12 Sep 2010, 21:52 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Be aware Shard at the moment has no capacity for detecting ponds and small lakes, it will build shipyards on water close to the builder at the time if told to, though it wont go out of its way to seek out water.


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PostPosted: 13 Sep 2010, 19:23 
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Joined: 17 Aug 2010, 20:39
soz guys im a noob i can't mod anything except cry engine 2

so i can't fix the AI :(


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PostPosted: 13 Sep 2010, 19:36 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
Well making a config for shard it actually pretty simple. It's little more than making lists of units. I would be willing to show you if need be.


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PostPosted: 13 Sep 2010, 21:16 
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Joined: 17 Aug 2010, 20:39
i picture tutorial or something would help lots im used to using a flow grath in the cry engine i guessing this is alot different, thx for all the help guys
:-)


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PostPosted: 13 Sep 2010, 22:30 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
A 5 year old could understand Shards most primitive mechanism for supporting games. Their only obstacle would be their typing speed and reading comprehension

Builders have task lists, or build orders. Shard starts at the beginning of this list, and works its way to the end skipping any it cant do, then repeats. Build orders are lists of unit names

Code:
commanderlist = {
   "corsolar",
   "cormex",
   "cormex",
}
taskqueues = {
   corcom = commanderlist,
}


This is a list of things to build called commanderlist. At the end your telling Shard, that the 'corcom' unit type, is to follow the 'commanderlist' taskqueue.

That is all you need to know to get started. That inside:

<yourSpringfolder>\AI\Skirmish\Shard\0.3-Hairy\ai\<gameshortname>\taskqueues.lua

Shard will print out the 'shortname' in the console at startup if you don't already know it, and if the folder and file don't exist, just create a new folder and a new file and paste that in there.

For inspiration look in the other game folders to see what other people did.


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PostPosted: 15 Sep 2010, 04:23 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
Here is ct's taskque:

http://code.google.com/p/conflictterra/ ... queues.lua


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PostPosted: 23 Dec 2010, 17:35 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
Due to RAI official forum thread is disappeared i'm posting here.

According to attached log file AI thinks it can build nothing on this water map. So, definitely the problem exists.


Attachments:
test.log [4.57 KiB]
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