Staredit Network

Staredit Network -> UMS Assistance -> Stupid AI
Report, edit, etc...Posted by Doodan on 2005-08-19 at 14:22:05
I don't know if there's a topic on this already, and I don't really care cuz I wanna ask. What makes the AI go bad? Sometimes the custom AI in a multiplayer game will just act weird. Sometimes they won't go too far up the tech tree. Sometimes they're just retarted, like the Protoss that build photon cannons, 2 gateways, and 12 zealots and nothing more.

As for single player games, I know about making the player settings right, and putting a small location over the starting location and all that. But they still occasionally go bad.

I was just wondering if those of you more programming savvy than me might know what makes them dumb sometimes. Are there certain conditions I'm not aware of that cause them to put up no effort? Something else? What do you think?
Report, edit, etc...Posted by Stealth on 2005-08-19 at 15:11:23
this topic should be in map making assistance
Report, edit, etc...Posted by Doodan on 2005-08-19 at 15:38:06
If so, I guess I'll just have to wait for an admin to move it then...
Report, edit, etc...Posted by nitnit on 2005-08-19 at 15:43:02
I think the biggest problem with the AI is how it can get confuzzled with pathing at times *points to poker defense*
Report, edit, etc...Posted by Mini Moose 2707 on 2005-08-19 at 16:04:09
ยป Moved to Assistance
Report, edit, etc...Posted by Sniper on 2005-08-20 at 02:58:25
QUOTE(nitnit @ Aug 19 2005, 11:43 AM)
I think the  biggest problem with the AI is how it can get confuzzled with pathing at times *points to poker defense*
[right][snapback]292664[/snapback][/right]

Actually, the pathing is based on the terrain and units nearby. If the terrain is plain and identical, units will find the fastest path around other units. However, if you have terrain of different elevations, units will automatically move to a destination finding paths through the same elevation. So if you got a 10x10 grid of checkered dirt/high dirt terrain. When you move a unit on dirt from one corner of the area to the other, units will follow a zig-zag pattern through the dirt terrain and avoid touching the high dirt.
Report, edit, etc...Posted by PCFredZ on 2005-08-20 at 22:51:50
AI scripts weren't written for UMS maps anyway.
Report, edit, etc...Posted by SacredElf on 2005-08-20 at 23:07:17
QUOTE
AI scripts weren't written for UMS maps anyway.


UH?? on melee it alredy have one, trigger IA's are for ums disgust.gif bcause u cant run triggers on melee maps
Report, edit, etc...Posted by PCFredZ on 2005-08-20 at 23:21:54
QUOTE(SacredElf @ Aug 20 2005, 11:07 PM)
UH?? on melee it alredy have one, trigger IA's are for ums  disgust.gif bcause u cant run triggers on melee maps
[right][snapback]294521[/snapback][/right]

UMS was originally supposed to be very similar to melee, e.g., terrain and so forth, and the scripts would run like melee. Today, many elements of UMS (modified stats, terrain work, etc.) simply confuse the script.
Report, edit, etc...Posted by DaMiNaToR on 2005-08-20 at 23:32:18
Make sure you either start them out with four workers (and an overlord if zerg) and 50 minerals, or set it up so they have unlimited resources through triggers. Either way make sure their are resources near them. A computer that can't mine will not build either, no matter how much cash they have. tongue.gif
Next Page (1)