[3.2+] NullBot 3 ‘Reloaded’

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Re: [3.2+] NullBot 3 ‘Reloaded’ ~beta~

Post by NoQ » 18 Feb 2013, 04:47

beta2 released, a few bugs fixed. Most notably, body research.

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Re: [3.2+] NullBot 3 ‘Reloaded’ ~beta~

Post by NoQ » 27 Feb 2013, 08:43

I'm not having any short-term plans on NullBot3 currently; Unless anybody suddenly says "it all doesn't work", can we think of it as "stable" now?

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Re: [3.2+] NullBot 3 ‘Reloaded’ ~beta~

Post by NoQ » 30 Mar 2013, 09:33

v3.0 stable released. Yay.

Changes:
  • Fix order of cyborg templates, now should actually prefer better cyborgs and not build lancer borgs in end-game.
Scavenger AI:

Just for fun, made a scavenger AI based on NullBot3.
You can enable it by loading an extra mod in the first post (you need to load the main mod as well).

The trick is, this time I didn't write a new AI, but used almost* completely unmodified NullBot3 code with a custom ruleset and personality instead. It is a really annoying scavenger AI: it will attack humans randomly with large masses of droids, group up his tanks, pick up oil drums, etc.

So i won't recommend it for everyday use, but it's still a funny experiment.
_________
* The only change is that i made him choose tanks randomly rather than always choose the best tank, by adding a special ruleset flag.

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Rommel » 01 Apr 2013, 16:05

Not sure if this has been fixed as I am playing in 3.1, but I have noticed that after all Nullbot's factories are destroyed it is not creating any new ones even when it has trucks and the rest of the base intact. This is occurring 1v1 btw, on R_exysNTWOmega map, only just noticed this so I am not sure it happens on other maps.
Moving back instead of forward
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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by NoQ » 01 Apr 2013, 20:42

NullBot should build factories as long as it has redundant money. If it ever has extra money (over 1000, for example), then it's a bug. If not, then it doesn't need factories.

Also, bug reports for the old NullBot2 don't really belong here. NullBot3 is re-written from scratch, so it should have completely new fresh bugs in completely different places.

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by NoQ » 01 May 2013, 12:48

v3.01: adds simple support for non-shared-research team mode that was recently added to the development version of wz. Now the AI doesn't sync research paths in this mode, so you'll now see different team members using different stuff, adding up to the gameplay variety.

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Fastdeath » 04 May 2013, 01:59

Just tested it on a 5on5 game, great bot!

But it doesn't take its oil back, once you took it.
See the attached screenshot, black is tmp501 rest are bots.
screenshot-buggy-oil.png
Nightly builds available here see buildbot for more infos about them
Lobby Server: here and here
SharpFlame the new WZ Map Editor

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Fabio_IT » 04 May 2013, 02:24

yeah, if you set it as insane it's a real multiplayer experience.
wonderful work guy!
But... i loose vs him.
If i play in a scavengers map with nullbot scavs 3.0 i die in 5 min on every map ( gamma, bloat for example) they're really really aggressive :roll: .
Nullbot 3.1 can survive at they.
I'm a BIG NOOOOOB!!!! :lol2:

but a lot of fun with NB 3.1

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by NoQ » 04 May 2013, 05:48

yeah, if you set it as insane it's a real multiplayer experience.
Heh, if you set it as insane, then it's quite far from multiplayer experience (it gets 2x power production, as any other AI on insane on master).
they're really really aggressive
They're just doing what the normal NullBot would have done :roll:
But it doesn't take its oil back, once you took it.
It should harass undefended derricks (namely, three closest derricks) with single units much more actively then the previous NullBot. Unless you made him completely occupied.
Savegame to proof? (:
Last edited by NoQ on 04 May 2013, 07:10, edited 1 time in total.

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by NoQ » 04 May 2013, 07:08

Lol: i had to make an emblem in order to fill in the image for addons :oops:
Here is the emblem version for NullBot3.

Fonts used: URW Chancery L Medium Italic for "N" and PT Serif Bold Italic for "03" (the zero is crossed out manually).

I'm not a very good designer, so please make fun of it XD
Attachments
NullBot3.png
NullBot3.png (8.1 KiB) Viewed 6490 times

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by NoQ » 23 May 2013, 05:51

v3.02: another maintainance release.
  • Fix the bug found by Fastdeath:
    • harass large masses of undefended structures, not only isolated undefended structures.
  • Update cyborg bodies in the ruleset to confirm to the in-game changes.
This release requires 9ac0e6ae4c87b877982564dfc479b3cb61dc24ab (May 20) or newer to play.

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Originway » 23 May 2013, 23:12

NoQ wrote:Lol: i had to make an emblem in order to fill in the image for addons :oops:
Here is the emblem version for NullBot3.

Fonts used: URW Chancery L Medium Italic for "N" and PT Serif Bold Italic for "03" (the zero is crossed out manually).

I'm not a very good designer, so please make fun of it XD
N?
null is 0
so change it to 0bot-.3

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Cyp » 24 May 2013, 08:44

ℵ₀₃

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Duha » 24 May 2013, 08:50

Cyp wrote:ℵ₀₃
Nitrate bot. :)
http://addons.wz2100.net/ developer

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Re: [3.2+] NullBot 3 ‘Reloaded’

Post by Duha » 24 May 2013, 21:49

Image
Image
Image

And last one that did not shown by forum:
Image
http://addons.wz2100.net/ developer

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