| 06-16-2004, 07:55 PM | #211 |
@Aiandy Damn. Everytime I set that condition to false the AMAI no longer works and it instead becomes the standard computer. I am either not doing something right or it just won't work. I used it as set unitsflee = false and placed it in the globalinitvariables {i think} where the unitsfleehitpoints is set. EDIT- Oh i see the problem is it because it should be set setunitsflee = false or call setunitsflee(false) but when i used the call method it didn't work either and is the reason i tried the other methods above. |
| 06-17-2004, 10:59 AM | #212 |
JASS is case sensitive so did you care to use SetUnitsFlee ? |
| 06-18-2004, 08:37 AM | #213 |
Thanx again andy it worked. |
| 06-21-2004, 06:50 PM | #214 |
Hello, I am a big fan of the AMAI and I have much respect for AIAndy and Zalamander. Great work guys!! Now to my questions. I am learning more and more about JASS scripting. I want to have the comp build more towers. I am testing with humans and then will branch out. I tried it in the Strategy manager and the comp will only build one (despite having call SetBuildUnit in each tier with 90 priority). So with my further reading can I make this so in the Human ai scripts under the global strategy? I also don't want the comp wasting money on Zepplins when it doesn't use them. If I remove it from the global strategy is that all it takes? Finally to Strategy Master and AI andy which file is the "native SetUnitsFlee takes boolean state returns nothing" concerning the micromanagement of units? Thanks in advance |
| 06-21-2004, 07:20 PM | #215 |
@Zeta09 the "native SetUnitsFlee takes boolean state returns nothing" is in the common.ai file. but to always have it enabled in a custom AMAI you need to set it in the common.eai file. @Aiandy Hey, i just think you should know that the hero problem may be a bug and i found it may not only affect the heros. take a look at this tier 1 part of strategy call SetBuildUnit(1, hero_id[1], 250) call SetBuildUnit(18, ELVEN_ARCHER, 55) call SetBuildUnit(1, KEEP,50) firstly what i find most interesting is that sometimes the ai will just upgrade to the keep. It will not build the archers or the hero apart from a barracks and no farms(why the hell no farms i havn't a clue because i havn't touched the farm proities for the races. They always start with 1 food at start if thats the problem). I before never noticed it affecting other units. I don't think i was watching it carfully. Hope it helps in finding out this problem. |
| 06-22-2004, 07:29 AM | #216 |
Thanks for the reply but any suggestions on the Towers and Zepplin? I'll just edit this post. . . . What I am trying to find out is how can I make the comp build more towers at the main base. I have tried with human to set 3 towers to be built [SetBuildUnit (3, GUARD_TOWER, 88)] and then I changed the 3 to 1 and put a command line in each tier and still did not work. Would I be able to do this in the common .eai and .ai files? Also can I make the Undead Comp use it's Ziggaurats instead of have just one or two activated? How would this be done? I have not tried to affect the Orcs or Elves yet I will wait until I have this finished. Thanks in advance. |
| 06-24-2004, 01:20 PM | #217 | |
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I have no idea why its not working for you correctly. Proities high so should work. Its wierd. It could also be linked to the problem i have had with heros and human race never building tier 1 stuff and techining straight to tier 2. Its very odd. have you locked the strategy to that type as otherwise computers will choose any strategy they want. IF you done that i have no idea. For the orcs, my tower strategy worked fine. AMAI guys, provide help, is this a bug or not. |
| 06-24-2004, 05:32 PM | #218 |
(I have emailed this to Zalamander as well) Here let me explain fully. I have DE edition of 2.10 AMAI. I had put SetBuildUnit (3, GUARD_TOWER, 80) in tier one of one of the strageties I had altered in AMAI. Comp only built one tower throughout the game. Then I changed it and put SetBuildUnit (1, GUARD_TOWER, 80) in tier one, two and three. I did this hoping that it would build a tower each tier but again in reality the comp only built one tower the whole game. Now, when you write about putting the command in the global build sequence is that in the human .ai file or the common .eai file? Essentially when I do do this, is it as simple as changing the code in Notepad? Now as far as the AMAI attacking the creeps at goldmines. I notice in the standard maps with standard creeps. The comps attack just fine but I always alter creeps on my maps. The comp will attack the creeps at shops and in other areas first then finally attack creeps at gold mines. Naturally this is when their original gold is nearly running out. I have the expansion times set in the personalities in the negatives (-5 or 0) and the strategies first expansion time is 20 or less. On one of the maps I have a L5 Razorman Medicine man(L5), 2 Centaur Impaler(L4), 2 Harpy Storm hags(L5), and Centaur Kahn (L8) at each of the goldmines. I have seen the humans attack these the quickest. The NE will sometimes attack the mines but in watching replays the comp will always teeter back and forth and then finally attack but in it's indecision be split between attacking the mine and defending original base from attack. The UD seems to have the best force to attack the gold mines but never does. I wind up having to attack as many gold mines as possible once I am tech'd up and then the comp will take the mines. Lastly, How can I make the UD arm all the Ziggaurauts it builds? Additionally, can I code for it to build some defensive structures at expansions as well? Remeber I am still learning JASS so excuse my ignorance about where to put and alter the code, but I appreciate the help. |
| 06-29-2004, 05:55 PM | #219 |
Someone posted an altered melee map that I'm loving here: http://maps.worldofwar.net/maps.php?id=6762 It's called "Best of the Best" and it enables you to make heroes from different races and also use diverse units from different races. For example, in the spellcaster building you can get a shaman, priest, obsidian statue, or druid of the claw. I fear I know the answer, but if I were to install AMAI into this map, would it work at all? The way the guy made the map apparently was to reset the race of a large number of non-Human units to the Human race, so you have to select Human as the race for the map to work. So if I set the AMAI to Human on this map, would it train diverse units, or only units originally from the Human race or what? Is there some way I could modify the AMAI to work on this map? Thanks for any help. |
| 06-29-2004, 07:23 PM | #220 | |
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The default AMAI will only use the original human units . To change this you could use the developer edition to change it what units belong to what race and then create new strategies for the human race so it creates those units. So it can be done but would take you quite a bit of time. Even with something this small. |
| 06-29-2004, 09:16 PM | #221 |
@Strategy Master: I am unsure if there is a bug involved. But what could have happened is that when AMAI starts building the stuff needed for the archers it cannot build any archers yet so it looks for other things to spend its money on which in this case is to upgrade its main. To ensure that it does not do that you could try a block to prevent it from upgrading the main for some time or until it has some archers. @Zeta09: Having no Zeppelin orders will make AMAI not buy Zeppelins but the hard coded AI sometimes buys Zeppelins by itself and this will not be prevented. When you order stuff built remember that you always order the number that it should have after the building so 2 orders for 1 guard tower will only result in 1 guard tower. To upgrade Ziggurats just order it to build those upgraded Ziggurats. The global build sequence is in BuildSequence.ai in the racial subfolder of AMAI and I do not recommend changing the created scripts common.ai, human.ai and so on as those changes would be overwritten each time these scripts are compiled again. The creeps you put there might be considered too strong. You can alter how strong creeps of a certain level are considered in LevelStrengthMap.txt . |
| 06-30-2004, 08:45 AM | #222 | |
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Oh i see. That does explain it. I will try it and see if it works. |
| 06-30-2004, 11:46 AM | #223 |
They are testing patch 1.16. I guess there will be minor adjustments to AMAI needed, espcially in strats that rely on Destroyers. Amazing, the destroyer had 2x area of splash damage in 1.15, which is a bug. I remembered destroying my enemy orc's towers and burrows with 5 destroyers with mana absorbed (especially when burrows form a square grid) |
| 07-05-2004, 01:31 AM | #224 |
peew. finaly done uploading the new AMAI 2.20 on my poor 56K-modem. New features Army Tracker and Dynamic worker amount, great work by AIAndy! The one who finds it first can have it first. enjoy. |
| 07-05-2004, 12:49 PM | #225 |
thanks! ^_^ Next thing I need is a stand-alone installer of patch 1.16. |
