[3.1] Ultimate Scavenger AI Mod

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Goth Zagog-Thou
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

Oh, that's been fixed? Excellent. I'll try that right now. :D
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

Didn't work so well, but it gave me some motivation to make an integrated version.

This is Contingency-0.33 mixed with USM 0.8. For added uberness, I've also made a slight change to Nullbot-Contingency 0.33 to let the Scavs do their thing.

The results? BALANCED and strangely competitive. On my map UrbanCloser (the one where the Scavs usually trounce EVERYONE!) it's a toss-up: sometimes Nully wins, other times the Scavs win. It's a thing to behold.

Download it!

Unzip the 2 files where you'd usually put Nullbot and Contingency at.

Whee! :D
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Heh, i think you misread something; i was replying to Iluvalar that he can mix the mods he wanted to.
Now probably Shadow Wolf TJC can figure out how to merge those? (:
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

Erm .. maybe. But it tried it and I didn't think it really worked right. *shrug*

Sorry, I get a train of thought and I sometimes have to follow it, else I get run over. :lol2:

[EDIT] Oh, and I believe Shadow Wolf wanted Nullbot and Contingency/USM to remain separated .. but merging them would not be difficult at ALL.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Checked your mix out, it works (: the components need updating, of course (nullbot to 1.34, contingency to 4.0 <-- otherwise it breaks sand in beta11)
I've also made a slight change to Nullbot-Contingency 0.33 to let the Scavs do their thing.
What's that change btw?
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

Added USM's Scavfact.js to Nullbot's \multiplay\skirmish folder. The Scavs had really odd behavior (not attacking, not building, etc) without it.

Oh, and thanks for letting me know what the fix is. That's keeping Cam 4 from working.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Uhm yeah sure.
I assumed that you added scavfact.js to Contingency as part of the merging process, so i thought there were some changes on the code side.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

I wanted to keep them separated, so I had tried running the two mods together. With Nullbot&Co. , the Scavengers wouldn't do much of anything that wasn't default behavior. I figured that Nully needed the Scavfact.js from USM, and it was apparently a good educated guess because it worked.

So, yeah. I'll update the various components as suggested unless someone else beats me to it. ;) Running on tired here.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Shadow Wolf TJC »

Personally, I've been thinking about wanting to merge the Ultimate Scavengers Mod with Contingency, though in a way as to be easy to enable/disable, much like with how I made the tier-limiting feature that I added to Contingency optional to enable/disable. I believe that I can accomplish this by merging the USM's stats, textures, and .pie models with Contingency's, and have USM's scavfact.js file loaded as a separate companion mod.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
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sensor
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by sensor »

game at some point closes and pops up an error message , version 1.08 had the same problem ;
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Andrie
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Andrie »

I have version 2.3.8 where must I save it and must I modify it.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Giani »

Why the buses whit flamers can't shoot while they move?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Lol, i just noticed that this AI has the same problem as NullBot when it comes to unit limits. When it has 150 units and at least 13 factories, it can't really attack stuff. Will fix soon.
sensor wrote:game at some point closes and pops up an error message , version 1.08 had the same problem ;
Investigating now, thanks; i didn't have this sort of crash yet, but i can safely add some extra checks in that piece of code.
Giani wrote:Why the buses whit flamers can't shoot while they move?
Emm works for me here. But there seems to be some more generic mess with scavenger unit auto-attacking whatever is in range, #3390 is related but i didn't find a way to effectively reproduce it yet.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

v1.10:
  • Completely rewritten building construction code, now much easier to read and works more often.
  • Behave correctly at unit limits. Should be much stronger on seriously overscavengered maps.
Also, i just had a thought. The mod is around 2MB. It will be a nice piece of weight if merged with Contingency. Probably i need to clean up something, cause it's srsly overweight compared to the amount of new things in ~4MB Contingency.
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

NoQ wrote:Also, i just had a thought. The mod is around 2MB. It will be a nice piece of weight if merged with Contingency. Probably i need to clean up something, cause it's srsly overweight compared to the amount of new things in ~4MB Contingency.
The heaviest part of both mods is the texpages folder.
~4MB Contingency This mod only has 3 textures in it and 1 texture alone is 1.4mb
Bug report http://developer.wz2100.net/ticket/3565