New AI: The 'Un-cheating' cheating 'bot

New AI: The 'Un-cheating' cheating 'bot

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

New AI: The 'Un-cheating' cheating 'bot

Post by Slamoid »

[EDIT]Fixed crash on load for 2nd time. Sry. :oops:

Here it is!

This AI will start with several LARGE bases, and steadily build up forces. Will only work on land so far, no water units. This scripty was balanced for OTA @ 1000 res, so it shouldn't be a problem for the 100k res. All enemy is Core units, scince single player gets Arm. Good luck! :-)

Copy+paste to your spawn.txt:

Code: Select all

1 corwin
1 cormex
1 corsolar
1 corwin
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormstor
1 cormstor
1 cormstor
1 corestor
1 corestor
1 corsilo
1 cortron
1 cormex
1 corsolar
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corwin
1 cormex
1 corsolar
1 corrad
1 corrad
1 corrad
1 corrad
1 corrad
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt
1 corllt

7000 corfav
7000 corfav
7000 corfav
7000 corfav
7000 corfav

12000 corfink
12000 corfink
12000 corfink


15000 corak
15000 corak
15000 corak
15000 corak
15000 corak
15000 corthud
15000 corthud
15000 corthud
15000 corthud
15000 corcrash
15000 corcrash
15000 corcrash

18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl
18000 corrl

20000 corlevlr
20000 corlevlr
20000 corak
20000 corak
20000 corak
20000 corak
20000 corthud
20000 corthud
20000 corsfig
20000 corsfig
20000 corak
20000 corak
20000 corak
20000 corak
20000 corshad
20000 corraid
20000 corveng
20000 corveng

26000 corpun
26000 corpun
26000 corpun
26000 corpun
26000 corpun
26000 corpun


27000 corlevlr
27000 corlevlr
27000 corak
27000 corak
27000 corak
27000 corak
27000 corthud
27000 corthud
27000 corsfig
27000 corsfig
27000 corak
27000 corak
27000 corak
27000 corak
27000 corshad
27000 corraid
27000 corveng
27000 corveng
27000 corlevlr
27000 corlevlr
27000 corak
27000 corak
27000 corak
27000 corak
27000 corthud
27000 corthud
27000 corsfig
27000 corsfig
27000 corpyro
27000 corpyro
27000 corpyro
27000 corpyro
27000 corpyro
27000 corshad
27000 corvrad
27000 corvrad
27000 corvrad
27000 corveng
27000 corveng
27000 cortoast
27000 cortoast
27000 corint

32000 corgol
32000 corgol
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corvamp
32000 corthud
32000 corvamp
32000 corthud
32000 corsfig
32000 corape
32000 corawac
32000 corawac
32000 corawac
32000 corape
32000 corape
32000 corshad
32000 corraid
32000 corveng
32000 corveng
32000 corlevlr
32000 corlevlr
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corcan
32000 corthud
32000 corthud
32000 corsfig
32000 corsfig
32000 corpyro
32000 corpyro
32000 corpyro
32000 corpyro
32000 corpyro
32000 corshad
32000 corvrad
32000 corvrad
32000 corvrad
32000 corveng
32000 corveng
32000 cortoast
32000 cortoast
32000 corint
32000 corhurc
32000 corhurc
32000 corhurc
32000 corhurc

36000 corhurc
36000 corhurc
36000 corhurc
36000 corhurc
36000 corhurc
36000 corhurc
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal
40000 corseal

45000 corseal
45000 corhurc
45000 corhurc
45000 corhurc
45000 corak
45000 corak
45000 corak
45000 corthud
45000 corthud
45000 corthud
45000 corthud
45000 corcrash
45000 corcrash
45000 corkrog


35000 corsilo
Constructive critisism gladly accepted, flamers will be human sacrifices.
Last edited by Slamoid on 31 May 2005, 07:58, edited 2 times in total.
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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

A four minute delay before it even sends Weasels? I'll take a nap while it warms up... well, wait, it never really does. Seriously though, playing the Cavedog AI would be more interesting and challenging...
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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Erm, I don't know how well the base building works with that AI. I think you would be better off using Springs prebuilt scripting (such as Amphibious_Attack or whatever it is).

Before Gnome kills you, I'd say you probably need to think the AI through a little bit more. It is very easy, most players wouldn't even notice it.
Compare it, for example, with Gnome's AI, which is significantly more difficult.

Even compare it to Storm's easy and medium AI's.
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User avatar
Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

When I discovered I could set out buildings, I put out a whole damn base, with plants, lots of solars, MTs, HLTs, metal makers, wind gens...

And you know what? Just as I said in the previous AI thread, the computer spawns within a narrow circle around three different start points. That means that after a while, those bases ought to be filled... and they were, I checked myself. I saw MTs stick out of the middle of plants, Punishers and HLTs fully integrated into each other and hundreds of captured units that couldn't maneuver their way out of that shit and attack me.

Base building AI is an impossibility right now, just accept the fact. My AIs spawn a lone punisher or Intimidator once in a while, for pure amusement.

And yes, I'm extremely aggravated with the skirmish script starting out with 200 x 200 K resources, because it kills everyting that has to do with base building. Build a radar, a plant and a LLT right where you stand, then force-build the first con and either a Guardian or a HLT or both and you're pretty much save for the whole game. You would never have been able to do that with a 1 x 1 K.
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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

technically it is possible, but not the obvious way.

In the current Spring, there are prebuilt bases on some of the "Scripts" on the main page.

If you built a fortress outside the spawn radius for the AI, and then spawned units within, it should be okay.

It would make things very difficult, because you would have to fend off the enemy attacks, and build up a large enough force to take the enemy base when they get LRPC's.


... Maybe there is a way to change the spawn radius?


... And does anyone else see the connection between this feature and future tiled battlefield maps on Galactic War?
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User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Storm wrote:WAnd yes, I'm extremely aggravated with the skirmish script starting out with 200 x 200 K resources, because it kills everyting that has to do with base building. Build a radar, a plant and a LLT right where you stand, then force-build the first con and either a Guardian or a HLT or both and you're pretty much save for the whole game. You would never have been able to do that with a 1 x 1 K.
i second this how do we mod the files to make the skirmish start out with 1k/1k (if u want to piss around you simply type .cheat .nocost!!!)
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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Make it nice and difficult. Build your starting resources, lab, and then walk your comm away and self+d him. :twisted:
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