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King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
I then had a look at the script, and I have some theories for why the AI might be doing this.
See, both of the enemies have huge amounts of road, from their storehouses to watchtowers. Perhaps having this road leads the AI into thinking that there is lots of space, so therefore they build lots of buildings. There is also a floating piece of road bellow the green storehouse, (and one above the black) and maybe that makes them "Aim to build something around there". Kind of a weird idea, but it would be easy enough to test. (make a large, open map and an auto build AI with lots of road, some not connected)
Another thing, the AI also has a few buildings to start with, so maybe that gives them some more enthusiasm when building their village.
Whatever the case, this is very interesting and should be investigated.
Lewin.
P.S. I also used saves in this mission, but the AI continued to build. Aren't they supposed to stop?
This was not the case... The mission acted exactly the same. So i started investigating the .map file and didnt found anything strange in comparation of the other map files.
So it has to be the script for sure...
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
OK, so i just moved the mission. mission15.map to mission01.map and smission15.dat to mission1.dat to check if it's not in the core modification to mission 15 alone.
This was not the case... The mission acted exactly the same. So i started investigating the .map file and didnt found anything strange in comparation of the other map files.
So it has to be the script for sure...
Try making an empty (all grass) map of the same size with Krom's editor and see if they will act the same. Also see if an auto build AI behaves any differently on a map made with Krom's editor.
Although you are probably right, the script seems most likely. I would suggest removing one thing at a time and seeing what changes. E.g. start by removing all other variables such as the other teams, and tell the auotbuild not to attack you so that you can test for longer. Then start removing parts of their script one at a time. (e.g. remove all military stuff like troops, then remove the watchtowers, then the road to the watchtowers) If they suddenly start behaving like a normal autobuild then you will know what it is that is causing it. (i.e. what ever you last removed)
I would test this my self but I can't be bothered.
Lewin.
The AI just acts the same (exept he doesnt make gold and cole mine etc...)
But still 3 woodcutter and 6 farms.
EDIT:
Just a question... on maps made with krom's editor the AI never builds a cole or gold mine... Are there any bits unwritten in those maps? Cuz it seems to me the original maps should have extra bits written for the AI to let him know he can build there
EDIT2:
Ok, this is incredible... The AI just keeps building, even on a map from krom. The next i gonna try i let every AI on that map autobuild.
Here are 4 savegames from mission 15 (TSK). U should take a look at it!
http://rapidshare.com/files/175156591/Save.rar
All the AI's got the following syntax:
!SET_AI_PLAYER
But that one that autobuilds got the syntax:
!SET_AI_PLAYER 4
4 is the player number... Gonna try if it's true
EDIT: bah nvm, i made the map so that every AI autobuilds and they all build like the autobuild AI in the original mission...
So this is how it works, it's caused by TPR expansion -_-
KAM TSK
The AI build smarter like i told in posts before...
Whether u use '!SET_AI_PLAYER' or '!SET_AI_PLAYER X' doesn't make a difference. He will always keep building trough the whole level and won't stop until killed
KAM TPR
If u use !SET_AI_PLAYER the AI will only build "1" of each building, like in the single maps. But if u use '!SET_AI_PLAYER X' the AI will keep building and will even survive with non unlimited food supplies (which means more realistic). If u keep playing the game for long time the AI will alse build multiple weapon making buildings!
So this little command can make ur mission a whole lot more interesting!
I hope this is helpfull and for the devs of mission editors, i suggest u to implement this function! xD
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
@Litude: It might be worth making the AIs in the single missions like this. It would defiantly make it more challenging...
BTW: Will the AI build indefinitely? If you leave it for a few days, what happens? Do they start destroying buildings when they run out of space? (someone said they do...)
Lewin.
@Litude: It might be worth making the AIs in the single missions like this. It would defiantly make it more challenging...
Ofcourse you are right if the game lasts longer, then the AI is more challanging.
The part what makes the single mission so damn boring is that they never attack...
BTW: Will the AI build indefinitely? If you leave it for a few days, what happens? Do they start destroying buildings when they run out of space? (someone said they do...)
Lewin.
Btw, do u rly think it will last days to test this :p.
I always use cheat engine's speedhack to test stuff. Else it would be too much time consuming.
Just a question... on maps made with krom's editor the AI never builds a cole or gold mine... Are there any bits unwritten in those maps? Cuz it seems to me the original maps should have extra bits written for the AI to let him know he can build there
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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