| 11-06-2004, 04:40 PM | #1 |
I have noticed in the jobs section you have a loads of all the controls. But are the global constant affecting these. So if i change the flee_health in globals will it automatically set it to the new flee_health instead of using the values in the jobs files. Just wondering because i edited retreat control.eai directly and changed flee_health to values in my global constants and it now plays better which is why i am presuming this. p.s. You should improve your blasted manual. Make it easier to look through for new guys to the developer edition as you are just adding to it making it all mixed up and it needs to be in a better logical order. e.g. Sort of like blizzards manual. You don't need to have fancy artwork as you probrably want to keep size small, but just improve the blasted thing. If you havn't got time I suppose i could improve it for you with your permission. p.s.2 - Why not have a sticky link for your reccomended mods or maps that have made great use of the AMAI engine. That was an idea i just came accross pretty much randomly. FAQ question to add. Q:I get an error in the compile, what do i do. A: First don't panick. Second, check which file the error is in and note the line number. In the compiled scripts find the file in question. Open it in notepad use the "go to.." command under edit to enter your line number. You can then see what is causing the error and hopefully will help you in finding the source of the problem. |
| 11-06-2004, 08:34 PM | #2 | |
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You are very welcome to help me improving the manual yes :) I don't really have much time. The settings override all values set to globals when they are defines aftwerwards when they are all set according to the settings in InitGlobalSettings() a paste from that function after compile: set flee_health_percentage = 0.25 set flee_minimum_health = 100 So you should be changing it in the settings to really make a difference I guess. PS2 is something I have been thinking of as well just not gor araound to do it just yet, I don't even know what projects out there is using AMAI, I just recently discovered that your War2mod used AMAI. :) So for what I know it's that one, TTOR, PR(?) and RotD. AIAndy will probably add the FAQ if he reads this. |
| 11-07-2004, 02:38 PM | #3 |
cool. Thanx for that. Ok. Can you then also provide the meaning of these statements. call SetBuildUpgr(minimum((TownCountDone(FOOTMAN)/5),1), UPG_DEFEND, 70) I think that was if total footman / 5 is greater than 1 then do upg_defend. I forgot. call AddRBlock(360, 160, 0, ANCIENT_WAR, 60) if not (c_enemy_total == c_enemy[R_ELF]) then I guessing those are if total enemy troops is not equal to total elf troops. where R_ELF means Race elf. This is because i am doing a reference section in the manual to help explain to people all the statements and conditions they can use in the strategy editor. They can search it for a particular statement they have come accross from one of your strategies to see what it does. Also what does StrengthPredictionRules.txt file do. |
| 11-08-2004, 08:18 AM | #4 | |
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call SetBuildUpgr(minimum((TownCountDone(FOOTMAN)/5),1), UPG_DEFEND, 70) Yes you are right, "FOOTMAN)/5" is a condition in this case making it only do this upgrade if the amount of footmen it owns divided by 5 is more than 1. call AddRBlock(360, 160, 0, ANCIENT_WAR, 60) AddRBlock() means Add Resource Block, not sure if I forgot to mention this one in the manual or not. It blocks the computer from building something unless it has the given amount of resources, in this case it's 360 gold and 160 lumber, I guess this is for the mass huntress tech where it is ordered to wait until it can afford both AoW and hunters hall at the same time then build both. if not (c_enemy_total == c_enemy[R_ELF]) then This one checks if all computers in the game is playing the race night elf. Is the total amount of enemy computers in the game equal to the total amount of enemy computers in the game playing night elf? This is probably seen in the orc files for spikes upgrade, I figured making the orc not upgrade spikes if there is only night elf enemies since night elf nearly don't have any units that attack with melee and takes damage from the spikes, not sure if this one works correctly since I have seen them upgrade spikes amny times even if ther only was night elfes in the game but haven't investigated it anything since there has always been other more important things to attend to. StrengthPredictionRules.txt is a part of a new feature that we will start to implement for the next release, it currently only contains a test rule and is diactivated in 2.41 since it was just added as a feature before the release of 2.41 and we didn't want to delay the 2.41 release more with all testing needed for this feature. This feature will have a list of special conditions to look for in the enemy base to predict special strategies, like for example if a Orc is seen teching to tier 2 without building a barrack and especialy if he after that directly builds a bestiary AMAI will predict that it will be facing wyverns pretty soon and switch to a strategy to counter this in time instead of waiting until a number of wyverns appeared as it works now. Very nice of you to help us, just ask more questions like these if there is something you are not clear about, but this predict streangth rules isn't in need of being mentioned yet as they aren't in use and isn't fully implemented yet. :) |
| 11-08-2004, 01:43 PM | #5 |
Actually the strength prediction is fully implemented I think, just not properly tested. As Zalamander said, it is meant to contain conditions for predicting changes to the enemy strength in certain areas in the near future so AMAI can react to it before it actually happens. |
