| 09-01-2004, 07:16 AM | #361 | |
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actualy it's a "panda" theme, I think "pandaren" is some corssbreed of panda and ordinary bear that was a more common creep in Regin of Chaos. :) |
| 09-01-2004, 05:52 PM | #362 |
Do these changes in the New Beta 1.17 406 patch affect AMAI at all? - Fixed a problem with the Melee AI that would prevent it from cancelling damaged buildings with low hitpoints. - Fixed problems with the Melee AI when it attempted to use certain instant spells. |
| 09-01-2004, 08:21 PM | #363 | |
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It's hardcoded fixes so they get fixed in AMAI just as in the normal War3 AI. However they currently have a bug in 1.17 that causes computers to upgrade multiple halls to higher tier at the same time some times and other smaller bugs. We hope they fix this to the official 1.17 release. So this multi hall upgrade bug some of you reported is not AMAI related it happens with the ordinary AI as well in the curren 1.17 beta. |
| 09-02-2004, 05:29 AM | #364 |
First I must give both Zalamander and AIAndy their due...this is a great AI I'm incredibly new to the AI manipulation of Warcraft III and the workings of JASS. But in regard to utilising your Strategy Manager, is everything there that I need? I.e. to change the AI the way I want it to play is only a matter of working with the profiles, strategies and the editing of racial builds, global settings and racial setting? I only want to play around the AI for melee purposes and not for modding or customised campaigns. I hope I've made myself clear. Thanks for putting up with nOOb questions in this regard. Nitram |
| 09-02-2004, 08:46 AM | #365 | |
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Yes if you only wants to modify everything within melee games, I think all is there, settings, strategies and profiles should be enough. There might be some additional settings you have to open manualy in excel or some other table editor if you want to change them, like the heroes skill orders. We will probably add more settings to the editor later on. |
| 09-03-2004, 02:51 PM | #366 |
Is there anyway to get the game to pause while the AI does its patch seeking, then unpause once it's finished? It can be hard to issue your initial orders when the game is stuttering... and this is on a 3Ghz P4. It's perfectly smooth after the initial freeze and stutter, but before then it's a real pain watching the mouse shoot off to far, while the AI issues pin perfect orders :) |
| 09-03-2004, 08:53 PM | #367 |
I was watching AMAI again and had a few thoughts: 1. The AI cannot place towers worth anything at its own base, but it doesn't matter where it puts them at its expansions, its always somewhere useful. 2. Having [AMAI] in the name of every AI player is rather annoying. An AI should be trying to duplicate a human, not stand out from them. 3. Retreat behaviour sucks. In 9/10 cases it leads to the unit dying, as it would have, but doing nothing useful during its last ~50hp. It is especially painful watching heroes running back and forth like headless chickens as they try to decide whether to flee or engage. 4. Taunts can be good, but they should be applicable. Having people mocking one another's strategy when the two haven't even met is just ridiculous. In others cases messages like "Havock wrecked" are not very informative. I think that's it for now :) |
| 09-04-2004, 12:09 AM | #368 | |
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There is no way for AI to pause the game if it's create in multiplayer mode and I don't think it's possible to do the calcualtions while the game i paused. Hmm I could live with it on my old Celeron 1200 and now on my P4 [email protected] it's bearly noticeable. We had a alternative, amking the computers do that calculations over a longer time, but for slower computers it will be very irritating small laggs every second for maybe 20 seconds at game start instead. 1. yeah adding more to expansons. 2. can easily be turned on or off by editing a setting in common.ai. 3. this will be improved a lot in next version, we are already working on that. 4. many taunts are based on the irony that everyone knows that computers can see everything.(like maphack) |
| 09-04-2004, 01:40 AM | #369 |
It is also possible to shift the calculation lag if it now is at a time when you still give initial orders. The tower placement and the entire building placement is currently hard coded. I have thought a bit about how tower placement could be taken over but all the ways I came up with have the risk that the tower placement might block units in. That might still be tried somewhen though not in the next version. The taunts are not based on real happenings at all. They are completely random at the moment. There is the possibility to make them actually react on recognized situations but that requires time that would be taken from improving the actual playing of the AI. Now the question is what would you rather have improved? I might make a poll about that in the next days. Hmm, that thread has become pretty long. Would you rather have a separate forum for questions about AMAI ? |
| 09-04-2004, 12:25 PM | #370 |
I'm to be a bother. I know this probably isn't anything to do with AMAI, but when utilising the AMAI Installer the Uninstall button is not fully shown. I've submitted a pic showing it (hope I got that right). About the actual AMAI now. I've played a few games against the normal level and I've experienced that majority of the opponents (profiles) never issue an attack. They pull of good harassments, however I hardly ever encounter a full fledged attack. Another problem encountered was when I was playing 2v2, my opponent would send a grunt to a tavern and then he would just hover there. I'm sorry if these problems ahve already been discussed, but reading through the entire forum in one sitting is heavy I can't remember where I read it, but what advantages does the insane opponent have over you. Thanks for all the continued support |
| 09-04-2004, 12:57 PM | #371 |
The progress bar should actually be between the ?-button and the close button and it is there for me. Anyone else got that problem ? If he does not attack you that means he thinks that he is not strong enough to attack you. There are several possibilities to try to improve that play towards you. An easy way for the player edition is to search in common.ai for set attacking_aggression = 2 . Might be something different than 2 too (best use the search feature of your text editor to search for set attacking_aggression = ). Then change that value to something higher. That will increase the overall aggression of the AI. If you have the developer's edition you can also use the profile editor to give the profiles higher aggression and/or uncertainty (or change the value of attacking_aggression in the settings tables). The problem with the grunt not buying is likely that what he tried to buy is not available at the moment. Unfortunately there is no way for the AI to check if a certain item/merc is available so it has to find that out by trying to buy it. If he does not achieve that there is a timeout and then he should return home. You can lower that timeout if you like. It works the same way as with attacking_aggression (searching for the set in common.ai or changing the settings table with the developers edition). The name is buy_timeout_small. Blizzard made the insane AI cheat by getting twice as much resources. No way for us to change that. That is unfortunate as many consider normal as too easy and insane as too hard. It would have been better if Blizzard would have allowed us to set that like the handicap (so you could make the AI get 50% more resources and similar). |
| 09-04-2004, 11:56 PM | #372 | |
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It looks like it's because you are using large fonts in windows. but I didn't know that affected the content of a application window. |
| 09-06-2004, 09:20 AM | #373 | |
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2. Is that in the root of the WC3 folder? Is a text editor enough? 4. I look forward to the off button then (which I hope will be limited to disabling non-informative chat, but not things like strategy change). I like AI chat, but when it has nothing to do with anything, well, then you have to wonder why it's there at all (no offence intended). My personal wish would be for an AI that doesn't treat the map as entirely visible unless it actually is, but I'm aware that proper scouting behaviour can be tricky for any AI to handle. |
| 09-06-2004, 11:19 AM | #374 | |
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in every version folder. like Scripts\TFT\common.ai look up line : boolean add_tag = true // Add the [AMAI] tag in front of name Change true to false There is possibility to turn of chatting a bit I guess. if you in same file can find line "function InitGlobalSettings takes nothing returns nothing" and in this function find: set chatting = true and change to false.(This can also be done very easy with developer edition by changing it on the global settings button.) You then have to save the file and reinstall it to a map to see the changes. The scouting issue is hard, to hard to be cared about besides map is mostly visible in war3 anyway. |
| 09-06-2004, 02:24 PM | #375 |
Sorry, when I said map I was thinking of the visibility of units on the map (and knowledge of creeps is fair enough), rather than the terrain layout. Ran into the Monolithic Creep scenario yesterday (good fun those scenarios). Since the standard race AI can be used in this particular scenario, can AMAI be used here? You also mentioned earlier in the topic that you had the Blizzard AI take on AMAI. How could you do this? Would it simply be a case of having AMAI handle certain races and Blizzard handling others when compiling the scripts? Another thing you said was that the AI has trouble building as many units earlier as a good player. I was wondering why this was, since the JASS scripting language seems to grant you enough control to match players in this regard. What do you find limits you? |
