It should look for a random onewinsrp wrote:Compromise it in a way that it will be looking for a research and if it does not finds it, it will get stuck or it will try other researches if the one looking for is not available?
DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Re: DyDo skirmish AI: ver 1.1
Re: DyDo skirmish AI: ver 1.1
I have now added on the DyDo website the DyDo 1.2.5 for download. I stop developing the AI for now to concentrate on bug fix only. Please test the 1.2.5 and let me know of any bug. If no bugs appear then I will release this as stable and will work again to improve the AI (looking also at the suggestions I gathered from you!)
There are two packages of this mod available for download:
1.2.5 (a) - This is the standard package, the AI personalities are chosen randomly at the beginning of the game (70% probability General 1 and 30% probability for General 2-3-4)
1.2.5 (b) - In this package the personalities are fixed:
See the Changelog
Report a bug
have fun!
There are two packages of this mod available for download:
1.2.5 (a) - This is the standard package, the AI personalities are chosen randomly at the beginning of the game (70% probability General 1 and 30% probability for General 2-3-4)
1.2.5 (b) - In this package the personalities are fixed:
- o Players 0 & 1 = General 1 (Standard AI)
- o Players 2 & 3 = General 2 (VTOL AI)
- o Players 4 & 5 = General 3 (Turtle AI)
- o Players 6 & 7 = General 4 (Cyborg AI)
See the Changelog
Report a bug
have fun!
Re: DyDo skirmish AI: ver 1.1
Is there a way to force AI to use different generals?
Re: DyDo skirmish AI: ver 1.1
That works.
Now i have control of your AI i will rule the world...just a joke.
I read that they were set to different tactics and i will try air wars, cyborg wars etc.
This should be fun
Now i have control of your AI i will rule the world...just a joke.
I read that they were set to different tactics and i will try air wars, cyborg wars etc.
This should be fun
Re: DyDo skirmish AI: ver 1.1
оборона полностью отсутствует, играть не интересно т.к. уничтожить базу не составляет особого труда.
Re: DyDo skirmish AI: ver 1.1
Weltking wrote:оборона полностью отсутствует, играть не интересно т.к. уничтожить базу не составляет особого труда.
Every AI should build much more defenses.Google Translate wrote:defense is completely absent, play is not interesting because destroy the base is not difficult.
Re: DyDo skirmish AI: ver 1.1
Such comments are useless, too generic.Weltking wrote:Every AI should build much more defenses.
- which version of Dydo have you been playing?
- against which personalities?
- on which map? which Tier?
- any error on the stderr.txt or warzone2100.RPT files?
A good way of showing DyDo weaknesses is to save the game every 10 min, put the savegames together in a rar or zip file and upload them here together with a short explanation of the tactic you have used to beat it.
This allows me almost to "play your game" and improve DyDo working on its weaknesses.
Re: DyDo skirmish AI: ver 1.1
Hello DylanDog: playing the latest version of your mod (125a) and I find there is a tendency for WZ to fail to write the .es file for a savegame. WZ crashes to the desktop at the same time. This usually happens after about 45 minutes of play. This problem has affected every map, WZ and custom, that I have tried to play.
There is also the problem where the mod loads all AI players as General 0 (zero), so that all of them remain inactive. I find this happening with 8 player custom maps especially.
There is also the problem where the mod loads all AI players as General 0 (zero), so that all of them remain inactive. I find this happening with 8 player custom maps especially.
Re: DyDo skirmish AI: ver 1.1
All
A new versio of DyDo is available for download. I have made many important changes and added some noew features.
There are two packages of this mod available for download:
* DyDo 1.2.6 (a) – In this package the personalities are fixed and set all equal to General 1
* DyDo 1.2.6 (b) -This is the standard package, the AI personalities are chosen randomly at the beginning of the game (70% probability General 1 and 30% probability for General 2-3-4)
See the Changelog
I have made many important changes on this version, see the changelog!! Now DyDo really is stronger then before. Try a 4 players game all vs. all with DyDo-1.2.6a on Arctic-T1 and Castle-T1…and let me know!!
Most important changes: Now Dydo checks if trucks are stucked and try to fix this. Few players commented that it was easy to take a DyDo base using long range indirect weapons...now DyDo knows how to deal in such cases. Dydo stops truck moving to an oilRes already taken by someone else. Undefended Derricks are taken into account as possible priority target. Droid attack ranges ares related to the weapon type (flames and MGs is short, rockets is long and so on).
Enjoy it and happy new years eve!!!
A new versio of DyDo is available for download. I have made many important changes and added some noew features.
There are two packages of this mod available for download:
* DyDo 1.2.6 (a) – In this package the personalities are fixed and set all equal to General 1
* DyDo 1.2.6 (b) -This is the standard package, the AI personalities are chosen randomly at the beginning of the game (70% probability General 1 and 30% probability for General 2-3-4)
See the Changelog
I have made many important changes on this version, see the changelog!! Now DyDo really is stronger then before. Try a 4 players game all vs. all with DyDo-1.2.6a on Arctic-T1 and Castle-T1…and let me know!!
Most important changes: Now Dydo checks if trucks are stucked and try to fix this. Few players commented that it was easy to take a DyDo base using long range indirect weapons...now DyDo knows how to deal in such cases. Dydo stops truck moving to an oilRes already taken by someone else. Undefended Derricks are taken into account as possible priority target. Droid attack ranges ares related to the weapon type (flames and MGs is short, rockets is long and so on).
Enjoy it and happy new years eve!!!
Re: DyDo skirmish AI: ver 1.2.6 (31 Dec 2009)
1.2.6b has some strange problem on 2.3 beta7 (wasn't here on beta6) ("Oh by the way here's the ticket"(c) -- #1405)
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: DyDo skirmish AI: ver 1.2.6 (31 Dec 2009)
unless the game is not crashing the problem reported in the ticket is a minor one (not affecting the AI):hao wrote:1.2.6b has some strange problem on 2.3 beta7 (wasn't here on beta6) ("Oh by the way here's the ticket"(c) -- #1405)
Code: Select all
error |09:30:42: [scrAddStructure] scrAddStructure: tile already occupied by structure
error |09:30:42: [scrAddStructure] Assert in Warzone: scriptfuncs.c:1920 (0), last script event: 'N/A'
Re: DyDo skirmish AI: ver 1.1
your screwed.DylanDog wrote:I have now added on the DyDo website the DyDo 1.2.5 for download. I stop developing the AI for now to concentrate on bug fix only. Please test the 1.2.5 and let me know of any bug. If no bugs appear then I will release this as stable and will work again to improve the AI (looking also at the suggestions I gathered from you!)
There are two packages of this mod available for download:
1.2.5 (a) - This is the standard package, the AI personalities are chosen randomly at the beginning of the game (70% probability General 1 and 30% probability for General 2-3-4)
1.2.5 (b) - In this package the personalities are fixed:You can also communicate with DyDo (see how).
- o Players 0 & 1 = General 1 (Standard AI)
- o Players 2 & 3 = General 2 (VTOL AI)
- o Players 4 & 5 = General 3 (Turtle AI)
- o Players 6 & 7 = General 4 (Cyborg AI)
See the Changelog
Report a bug
have fun!
viewtopic.php?f=35&t=4459
Re: DyDo skirmish AI: ver 1.2.6 (31 Dec 2009)
Yep, he's sure screwed; it'll be even easier to set different AI slots to different personalities. How horrible!
Re: DyDo skirmish AI: ver 1.2.6 (31 Dec 2009)
yes I am screwed, I was not aware of this change...but possibly this is not an issue.
Release 1.2.7 has fixed a mistake I made in the script. This mistake was avoiding the droids belonging to the defend team to really defend within the "base defend range": the droids were defending only if an enemy was near to them. This behavior is not correct as the defending team has to move to defend an attacked droid/struct if they are in the "base defend range". This is now fixed.
Another small change in 1.2.7...also related to the 2 posts just before this one , during the first 2 minutes of the game you can set personalities via the console using the commands listed below:
"/set dydo gen1": All DyDo AIs are set to General 1 (Standard)
"/set dydo gen2": All DyDo AIs are set to General 2 (VTOl AI)
"/set dydo gen3": All DyDo AIs are set to General 3 (Turtle AI)
"/set dydo gen4": All DyDo AIs are set to General 4 (Cyborg AI)
"/set dydo random": All DyDo AIs are set randomly (mainly General 1)
Release 1.2.7 has fixed a mistake I made in the script. This mistake was avoiding the droids belonging to the defend team to really defend within the "base defend range": the droids were defending only if an enemy was near to them. This behavior is not correct as the defending team has to move to defend an attacked droid/struct if they are in the "base defend range". This is now fixed.
Another small change in 1.2.7...also related to the 2 posts just before this one , during the first 2 minutes of the game you can set personalities via the console using the commands listed below:
"/set dydo gen1": All DyDo AIs are set to General 1 (Standard)
"/set dydo gen2": All DyDo AIs are set to General 2 (VTOl AI)
"/set dydo gen3": All DyDo AIs are set to General 3 (Turtle AI)
"/set dydo gen4": All DyDo AIs are set to General 4 (Cyborg AI)
"/set dydo random": All DyDo AIs are set randomly (mainly General 1)