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Thread: ReallyBadAI Hardcore features and discussion

  1. #1
    Germanicu5's Avatar Will buy spare time...
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    Default ReallyBadAI Hardcore features and discussion

    ReallyBAdAI Hardcore is a totally new approach to battle complexity and provides more realistic and challenging gameplay.

    Current features:

    - comand chain: you can't issue attack orders for 30 seconds after doing so initially, 5 seconds grace period is granted for small adjustments,

    - limited deployment time: typically you have 60 seconds for deployment before battle and additional 30 seconds with larger armies,

    - player can't deploy stakes during sieges.

    Any suggestions on balancing or extension of features are welcome.

    Regards
    Last edited by Germanicu5; May 20, 2011 at 09:20 PM.
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  2. #2

    Default Re: ReallyBadAI Hardcore features and discussion

    Quote Originally Posted by Germanicu5 View Post
    - comand chain: you can't issue attack orders for 30 seconds after doing so initially, 5 seconds grace period is granted for small adjustments,
    Is the timer per-unit or global?

  3. #3
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    That's per unit, global trigger would be too much.

    Additionally you get 5 seconds grace period to correct the decision (human error can always occur).

    Regards
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  4. #4
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    Ofc you can use my AI, I hope it's implemented correctly (I could have a look at relevant files when you're done). In case of any questions arising - don't be afraid to ask.

    Unfortunately battle AI programing is rarely doing low-level changes, most of AI is hardcoded, so what I try to do is optimise available settings while supporting it with scripting (which is almost never direct).

    I'm intending to change the way AI approaches player en masse for one of supported mods - tactics of single units and their micromanagement can't be altered though.

    As for Hardcore version - you just gave me an idea - I could signal player, which units' orders lock just expired... I'd still need to think if it's a good idea anyway.

    Regards
    Last edited by Germanicu5; May 27, 2011 at 04:30 PM.
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  5. #5
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    @RubiconDecision

    I'm not really thinking about BAI levels much, this AI is much harder overall than vanilla, but still it's not exactly Einstein-like.

    There are many factors that are related to campaign map gameplay that have influence over battle performance. Many mods give indirect morale bonuses to AI units, som additional recruitment capabilities etc. and that is enough.

    There's already code in Hardcore version, that shuts attack command limits if enemy army routs, I'll consider extending it.

    As for flagging - it sounds a bit too tutorial-style to me, particularly that I already tested some code - maybe adding a general indicator telling player that one of units is available would fit the purpose better...

    Regards
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  6. #6

    Default Re: ReallyBadAI Hardcore features and discussion

    hey dude, i always love to have a more challening AI instead of a mentally challenged AI

    so if you allow me may i include this in a submod for Call of Warhammer? and if you permit so what should i do to correctly implemented this system? I am not that much of an expert when it comes to modding so please be stupid beginner friendly

  7. #7

    Default Re: ReallyBadAI Hardcore features and discussion

    Can you extend this on undisciplined and impetuous units so that player can't issue any order if a unit decides to attack by itself?

  8. #8
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    @Toho

    I'll help you implement AI if it's needed, automatic installer will do most of work even if it produces errors. Although I'm expecting a Reiksfart does a CoW-specific release soon. Then it'll be easier.

    @zlikovac

    Interesting idea, it'd need to be done indirectly, but still would be doable.

    Regards
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  9. #9
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: ReallyBadAI Hardcore features and discussion

    hey g5, a quick question, does hardcore work on custom battles?


    awesome AI btw, the improvements are outstanding!
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  10. #10
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    Default Re: ReallyBadAI Hardcore features and discussion

    @Swagger

    Thanks, yes it does (last time I checked )... although battle scripts work for 1st custom battle played during a session only (it's possible to change it though, but one file would need to be deleted on every game start and some advice tweaks would be needed).

    Regards
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  11. #11
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: ReallyBadAI Hardcore features and discussion

    yea i assumed so, since it script only works when descr_strat is read (= campaign started)


    anyway, what's the file to be deleted to make battle scripts work?
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  12. #12
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    It's more complicated than deleting a file, I'll upload altered advice files when I have some more time.

    Regards
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  13. #13
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: ReallyBadAI Hardcore features and discussion

    i'd like to know that
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  14. #14

    Default Re: ReallyBadAI Hardcore features and discussion

    just have an idea : hardcore general mode.

    basically force majority of human controlled troops to the AI, we can only control limited units that selectable at deplyoment stage... say... 20% total number of units?

    is this even possible?

  15. #15
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    Quote Originally Posted by Swagger View Post
    i'd like to know that
    See attachment.

    Extract to mod's main directory, overwrite files if prompted.

    No deleting of files is necessary, I created a dummy advice cache file with read only attribute.

    Now scripts work for 20 custom battles during a single session, it should be enough.

    @napoleonic

    It's not entirely doable, but I'd really fancy a feature that lets one command right\left flank or centre core of army at least during initial stages of battle, it'd need at least several k lines of coding though, but I'll give it a shot in spare time.

    Regards
    Last edited by Germanicu5; July 18, 2011 at 05:13 PM.
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  16. #16
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: ReallyBadAI Hardcore features and discussion

    do i have to enable advisor?
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  17. #17
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    No.

    Regards
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  18. #18

    Default Re: ReallyBadAI Hardcore features and discussion

    lol actually G5, forget my idea, it takes away control from player and the game cease from being a game

  19. #19
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: ReallyBadAI Hardcore features and discussion

    Quote Originally Posted by Germanicu5 View Post
    No.

    Regards
    when i use your files the game crashes right after i click to start the deployment phase

    tried to fix it to no luck (and when i do, i have to remove your fix)
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  20. #20
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Hardcore features and discussion

    You need to apply it on top of latest version of AI, I'll attach files for you to my last post on Shiz forum.

    Regards
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