| 03-26-2007, 02:31 AM | #1 | ||||||||||||||||||
AI EDITOR
An easy start to the AI. By moyack Under construction Recommendations: This tutorial is best viewed in Firefox with 1280x1024 monitor resolution Index. Introduction. Due to demand in AI information, I've decided to start a tutorial about the AI editor. I'll do my best to make it as easy as possible, anyways if you have any question, I'll answer it here. This text will have reference information from this tutorial: The WC3 AI Editor by uberfoop and Av3n which is more related with AI editor functionality. Let's start. Starting the AI editor. To start the AI editor, you should open WE and press or this button When you open the AI editor you will have this interface: This interface shows the General tab, we will use it to set the general configuration and global conditions. Because we want to start quickly with our AI, we are going to set the basic features. First we need to define what kind of AI we are going to do. If we are going to make an AI using a standard race, we should choose in the race combobox the respective race, or custom if we are planning to make one based on a custom race in a map. If we select a normal race, we won't be able to use units from other races, only the standard, campaign or custom ones for the selected race. Custom race in the other hand allow us to select any unit defined in the object editor. See General Tab reference
Starting a new AI. Because an example is a good start in the learning process, we are going to emulate a famous human strategy: Mass sorceress. This strategy consist in reach quickly tier 2 to train the sorceress, and then reach tier 3 to get the master training and make this strategy unbeatable. What we will need? well, besides the sorceress, some units from the barracks, mainly footman for tier 1 that can be replaced by knights in tier 3, mortar team as siege support, some special units like priest, and a good support hero for the casters, in this case it will be the Archmage with its summon water elemental + brilliance aura skills. I've seen this strategy sometimes done with a Blood Mage as a second hero (because it can offer its damaging and disabling abilities as an advantage), so I'll add in this strategy too.
What can we see?? Basically there is an interface conformed by two list box, the left one is to define the building priorities and the right one is to define the harvest priorities (Figure 3).
Here we have different options:
Now let me see if you do the things in the right way. If you add peasants until get 10 units trained, you will see something like picture 7, but if you paste 10 times the peasant (or even better, 18 peasants... YEAHHH), you will have something like the picture 8: As you can see in the picture 8, the last peon is shown in red, why?? because the interface is indicating that the the food produced is not enough to keep the units trained, if you add a food provider building prior to this unit, it will be marked in black again. Because we won't need that amount of peasants at this level, we will remove them until get 10 peasants (like picture 7). Later we will add more peasants when we manage expansions.
Now we must have several questions: How should we control how randomly a hero is chosen, and which heroes should be chosen by the AI?? How to remove those "dead times" and make the AI faster at training units /buildings?? how to control the AI attacks?? As the Spellbreaker said: Watch and learn. Hero Settings. As we know, the heroes in WC3 are a very important component for the game, for its skills and attributes which makes them unique, affecting the game flow for good or for bad. The hero effect in the game depends on the following factors:
Now that we understand how important are the heroes for the AI, we are going to check it out the Hero interface. Select the "Heroes" tab in the AI editor and you will see this (Figure 10): Let's enumerate the interface functions:
Now... how can we configure this interface according to the AI example?? as you remember, we need to train 2 heroes only. We can set this by assigning in the "Heroes Used" section the third hero as None. When you do that, automatically the interface disable some parts of the interface (very convenient ). After doing that, select in the first choose box the Archmage and in the second one the Blood mage. Then set to 100% the chances that the AI trains fist the archmage and then the blood mage. You will notice that the second option (first bloodmage and second archmage) is set to 0% automatically. The interface should look like this (Figure 11):And the last thing to do is to set the skill learning order for each hero. To do that, we select in the "For Hero" choose box the hero which we want to modify the skills order, and we arrange them by selecting each one and modifying its order with the and buttons. For our AI example, we are going to modify the Archmage's skill order to this one (Figure 12):
Figure 12 - Setting the heroes for the Sheep Lovers example. Step 2.
For this case I consider the Blood mage abilities are ok, but if you want to change them too, go ahead :) Now that we know how to set up the heroes for our AI, we are going to deal with other important AI Editor feature: Conditionals. Conditionals. One of the most important features in the AI Editor is the Conditionals. They can be used to help the AI to take a right decision according to the situation at some point, making more "smart".
I think it's time to do a conditional for our AI example. As you can remember, the AI only will train the first hero if it has built 10 peasants and a farm, as you can see, putting the AI to wait until this is a waste of time, it will be better if as soon as the Altar of Kings is built, we put the hero to train. In order to achieve this behavior, we must change the hero priority before the sixth peasant. If we left the things as is, the other 5 peasants won't be trained until the hero begins its training at the Altar of Kings. So we are going to configure the AI so it will train the first hero as soon as the Altar of Kings building is completed, if not, it will train the other units and buildings. .: .: .: .:
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| 03-26-2007, 07:18 AM | #2 |
yes steal mine -Av3n |
| 03-26-2007, 10:51 AM | #3 |
I am not going to steal ANYTHING. In fact I'm giving reference to your tutorial. Please don't make that kind of comments, they are offensive. |
| 03-27-2007, 04:15 AM | #4 |
I need to pull my act together soon... Or I'll be banned... (which isn't gud) -Av3n |
| 04-28-2007, 08:33 AM | #5 |
Yes, please do that Av3n. Moyack, is this still under construction as the subtitle suggests? I'm finding it suitable for approval already. |
| 04-28-2007, 05:30 PM | #6 | |
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I noticed the colourd heading, so im just pointing it out to you ^^ Great tutorial, moyack. Can't wait for it to be done =D (my skills with the AI editor... well, i don't have any. xD) |
| 04-28-2007, 11:01 PM | #7 | ||
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I've been taking my time in this tutorial, because I want to make it easy to understand and complete at the same time (Hard work I must say). I hope to have it done in one month. |
| 04-29-2007, 12:56 AM | #8 |
Hey moyack i found the meanest bug. If you build an expansion and it isn't finished, and you build stuff for it the A.I will keep looping this order in the main base thus it stops the building process So its like this Expansion Town(1) Ziggurant(1) it won't work -Av3n |
| 04-29-2007, 02:17 PM | #9 | |
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Thanks for your comment, I'll add in the troubleshot section in the tutorial. |
| 04-30-2007, 04:10 AM | #10 |
Yep tht what happens *takes his idea for conditional exp* -Av3n |
| 07-01-2007, 11:07 PM | #11 |
I'd approve this, but the last paragraph about Conditionals is somehow missing. It stops in the middle of a sentence... What's up with that? |
| 07-01-2007, 11:57 PM | #12 |
I began to fix this, but I'm not finished, if you want to approve as is Mike, there's no problem for me, anyways, I'll be updating little by little. |
| 07-04-2007, 05:37 PM | #13 |
That's good to hear. Well done so far! |
| 08-06-2007, 10:33 PM | #14 |
JW but where did you get the name SHeep Lovers? |
| 09-12-2007, 07:15 PM | #15 | |
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will there be any update? i guess i could need it... ![]() |
