Getting custom Non-TA AI to build - SOLVED!

You have a problem with TA3D, it doesn't run or it crashes...
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Vous avez un problème avec TA3D, il ne se lance pas ou plante...
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Maximum
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Getting custom Non-TA AI to build - SOLVED!

Post by Maximum » Tue Dec 09, 2008 9:33 am

I've been working on a mod that doesn't use TA units. I've setup a defense script to spawn them and that works well enough but I'd like to get the AI working with the units.

Regardless of setting up a default.txt weight/limit file nothing happens, AI's starting unit (mod "commander") just sits there and doesn't do anything.

So whats required to get NON-TA units to build things in Solo AI games?
Last edited by Maximum on Tue Dec 09, 2008 10:14 pm, edited 1 time in total.

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zuzuf
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Post by zuzuf » Tue Dec 09, 2008 2:20 pm

AI speed depends on AI level (in easy mode, AI is very slow).

For each of its unit, the AI chose an order depending of the type of unit.

For builders it chose randomly (but using some dynamic weights) in the unit build menu something to build if it looks interesting (it won't build mines everywhere like a few versions ago).

If the AI does nothing it can be because :
_its build menu is empty
_it didn't have the time to "think" (building positioning may fail depending on the unit the AI wants to build)
_a bug ?
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Maximum
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Post by Maximum » Tue Dec 09, 2008 10:10 pm

Found out what was causing it. :-)

The units FBI tag: "Side=NAME;" has to be identical to the "Side=NAME;" in the /Gamedata "Sidedata.tdf" file.

Spring nor the origional TA cared about this but it seems TA3D does.

AI builds and attacks normally now which is great.

Also I haven't had TA3D version 0.5.11 crash on me while testing so far. :-)

Request - Is there a way you could incorporate having the AI read the Sidedata.tdf 'canbuild' portion like the origional TA did for AI only units?

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zuzuf
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Post by zuzuf » Wed Dec 10, 2008 12:04 pm

Yes we can do that, I'll see when I have time (currently I am preparing exams ...).

It wasn't really obvious what was case sensitive (and lots of things concerning case sensitiveness have changed since 0.4.2), this will be fixed :)
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Post by Balthazar » Fri Dec 12, 2008 4:52 pm

I've been working on a mod that doesn't use TA units. I've setup a defense script to spawn them and that works well enough but I'd like to get the AI working with the units.
Maximum - is there any way to see how it works, when it`s done?

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