scout & transport in Ntai?

scout & transport in Ntai?

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ghobot21
Posts: 30
Joined: 11 Jun 2007, 10:37

scout & transport in Ntai?

Post by ghobot21 »

i us ntai toolkit 0.27 to make a config.my problem is

1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving.

2-can the transport unit 'transport' other unit such as kbot on the battlefield?if can, how?

please, help me!!
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lale
Posts: 73
Joined: 29 Apr 2007, 08:36

Re: scout & transport in Ntai?

Post by lale »

ghobot21 wrote:1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving.
You can use the build tag b_scout to build a unit classified as a scout by NTAI.
BUT
There are no separate scout handling in NTAI, as:
  • 1) NTAI uses a maphack, so it always knows where every enemy unit in the game is.
    2) Using scouts as mex hunters, is currently not implemented in NTAI, by design choice.
To make your scout attack/move, do the following:
Under the page where build-lists are assigned for the units in the toolkit, set a check-mark in ├óÔé¼┼ôAttacker├óÔé¼┬Ø, for the scout unit.

This is from a previous toolkit version but the ├óÔé¼┼ôAttacker├óÔé¼┬Ø is in the middle of this shot:
Image
ghobot21 wrote:2-can the transport unit 'transport' other unit such as kbot on the battlefield?if can, how?
Using transports is rather complex, and not something any current AI does atm. (the old KAI with a pathfinder, might have been able to do this)
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

mex hunter scoutz!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

When the maphack was introduced I kept scouting because it made a lot of people think NTai used zipper raids early game.

Sadly it broke, and rather than fix it, I disabled it. Ill fix it in the future but atm its disabled. For the moment just dont bother building scouters, or build air scouts and give them a task list thats just loads of random move orders.
ghobot21
Posts: 30
Joined: 11 Jun 2007, 10:37

Post by ghobot21 »

thanks.now i know that it's useless to force the ai to make a scout because of maphack.
and by the way, can i make the ai upgrade the mex to become a moho?if can, how :?:
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you cant, but mexs tend to get destroyed so if you give l2 cons mohos in their ques they will replace destroyed mex with new ones. this isnt exactly ideal since they will be in hotspots, but i guess its better than nothing. use moho metal makers instead
ghobot21
Posts: 30
Joined: 11 Jun 2007, 10:37

Post by ghobot21 »

well.looks like a tough desicion to make.i need them because i need a formula to stabilise their economy.they tend to get bancrupt in the middle of the game.so, any suggestion(witout cheating if can)?

about group attack, i still cant understand the initial group attack size and their increment and also the max group size.
if i want the ai to attack with 20 unit in the team and continue to do so(without decreasing in their next attack), what is the setting i should use?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

metal makers work well with storage.

If your attack group size is 20 and your max attack group size is 20, and it goes to increment, anything after 20 is taken off so you end up with 20.

At each attack it increments by however much you said in the config startign with the first initial number you specified, but never going past the maximum you specified.
ghobot21
Posts: 30
Joined: 11 Jun 2007, 10:37

Post by ghobot21 »

thanks. :-)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

AF btw, as a test, can i get you in for a 1v1 xta against my NTAI config :P ?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Youll have to get me via msn
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