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Re: MCRbot: a stronger skirmish AI

Posted: 27 Dec 2011, 19:36
by Iluvalar
NoQ wrote:If you are able to defeat an Insane MCRbot v0.2 on Startup (no bases/T1), let me know (i can easily beat Insane Nexus though).
Ah.... that explain a lot of things... XD

I went very close with a mg bunker rush. But some units went around and forced me to defend my base (losing time and money). And I also failed the research at some point. I believe it's possible to beat it with a mg bunker assault...

Re: MCRbot: a stronger skirmish AI

Posted: 28 Dec 2011, 15:53
by NoQ
Hmm well yeah, i admit it worked (around 45 minutes ... could have done better).

Re: MCRbot: a stronger skirmish AI

Posted: 29 Dec 2011, 11:09
by NoQ
MCRbot for master updated to v0.7.

Changes:
  • Disabled all VTOL code for master; MCRbot no longer uses VTOLs on master as a workaround for #3003 (in other words, this makes MCRbot the only AI for master that doesn't crash every time it researches VTOLs; but, unfortunately, i couldn't find a way for it to both use VTOLs and don't crash).

Re: MCRbot: a stronger skirmish AI

Posted: 03 Jan 2012, 19:48
by NoQ
Good news! #3003 has actually been fixed, so AIs no longer "stops doing things at some point" on master. I'll bring the VTOL code back for the master version of MCRbot as soon as a new master snapshot is released.

Re: MCRbot: a stronger skirmish AI

Posted: 03 Jan 2012, 21:37
by Per
I have removed (hopefully) all unused tech items from master now, and Nexus was using several of them. So you may need to clean them out, if they are still around in MCRbot.

Re: MCRbot: a stronger skirmish AI

Posted: 11 Jan 2012, 10:14
by NoQ
MCRbot v0.8 for both master and 2.3.9 released.

Changes:
  • Disable building repair tanks and cyborgs.
  • No longer forget where the enemy is, no longer slow down the attacks when some enemies are destroyed.
  • Start correctly when research lab or factory limits are imposed.
  • Bring back the VTOL code (master only; it was enabled in 2.3 anyway)
I'm leaving v0.7 inside the archive in master version, because some people may not like the latest master snapshot, and v0.8 crashes on the previous one because of the VTOL code.

Re: MCRbot: a stronger skirmish AI

Posted: 12 Jan 2012, 11:32
by NoQ
MCRbot v0.9 for 2.3.9 released.

Changes:
  • Bugfix in VTOL code (lol).

Re: MCRbot: a stronger skirmish AI

Posted: 31 Jan 2012, 13:22
by Shadow Wolf TJC
Say NoQ, I'd like to test your MCRbot AI out against one of the default AIs that came with the master build, such as the NEXUS AI, but where am I supposed to place this file at? Wherever I place it at, it's not showing up on the skirmish AI list. :(

Re: MCRbot: a stronger skirmish AI

Posted: 31 Jan 2012, 17:59
by NoQ
install to mods/multiplay
and run the game as

Code: Select all

warzone2100 --mod_mp=mcrbot-0-8.wz
(obviously, you can't make different AIs fight each other on 2.3, unless you rebuild the mod accordingly)

This will probably work with autoload folder as well.