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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-11-2003, 05:16 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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AI BIG Project!
lol... its probably not so big, but, well...
i am making a program to automatically improve the AI.ini file, so the computer will have lots of more taskforces, teamtypes, scripts, etc. to choice...
It already can randomly generate taskforces, but i am making a "role/price/difficulty" coefficient system wich will make awesome teams...
The only obstacles i have are:
little spare time
i am using a VERY old programming languaje: TURBO PASCAL 7.0!!!!
Its the only one i have, and i learned to use it at school...
if someone want to help me, please post your support at this topic...
i know someone was already making a hand-made update to the ai, but i dont remember who... if that person want to help me, or want my help, it would be very appreciated... the same to people who knows Pascal, or if someone wants to teach me a new programming language, or any help of ANY type (the only one i dont accept is monetary)...
Thanks in advance!
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08-12-2003, 09:03 AM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Sounds great! Can't offer any help but I'd like to see it when it's finished!
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08-13-2003, 10:12 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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Turbo Pascal! Geez you're school is either very very outdated or they're desperate!
Turbo Pascal!
;-)
Although I prefer hand written AI (which I am working on at the moment), I may be able to help you code the AI. PM me if you have any questions.
About the program, you could have the scripttypes part generate random scripts by choosing a random starter (where ai gathers troops) a random attack sequence, and then a random "clean up" sequence.
Taskforce randomization is cool, but you may have some utterly useless taskforces (i.e. a dog rush). Can you include some leverage to popular units?
Also, it'd be a good idea to learn C/C++ or Java or even C#.
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08-13-2003, 10:41 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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lol...
the idea is: the user makes a list of the units he want the AI to use and puts a serie of tags like=
MTNK
Price=expensive
role=main tank
so the program reads it, and depending on the difficulty level the player select, the program will randomly generate taskforces with the following coefficients (its an example, i dont know yet how will I do it exactly)
cheap=1
normal=2
expensive=3
so, the sum of every units price in the taskforce will be
easy=7
medium=18
hard=40
then, it comes the role part, eg. for every 4 main tanks, 2 support, 4 infantry, etc...
then it assigns a role to the taskforce itself, like "defend" or "attack" or "destroy refineries"...
in base of that, the program will make the AIscripts and teamtpyes, and finally, the triggers...
what do you think?
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08-15-2003, 08:33 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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Cool idea with the "total point value" per difficulty. You still may have the problem of useless and poor taskforces though.
Will it be able to add units from a mod as well?
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08-16-2003, 07:14 PM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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Yes, it will be totally customizable by editing the unit list wich will be in a TXT...
But i am facing my first problem with Pascal, its TERRIBLE to parse text stuff, it simply cant do that... so i think i should use the same language as westood used to do the game, so we can use the same format to the texts...
i think that TibEd can read the text files and use it, does someone know wich programming language its writen in, and where can i find it? (for free obviously, i dont have any money :dead: )
to prevent the "useless taskforces" stuff, you can simply erase the useless unit from the unit list... or maybe, in a later version, adding a "role=xxx" where xxx is, in dog's case, "anti-infantry" or in engineer case "anti-structure", so the program will put them in their respective taskforces... that mean, no in a tank-based one 
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08-16-2003, 07:19 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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trying to do this as your first program in a new language seems like a bad idea
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08-16-2003, 08:08 PM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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Ok, if someone wants to write the code for me...
i could do the algorythm, and then someone writes it in a programming language...
but if no one wants to do that, then i will have to try it...
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08-18-2003, 01:56 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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well, nobody signs in?
then, it may take looooong time before i even learn to use a new programming language...
come on, it's for the comunnity!
:tard: :tard: :tard: :tard: :tard: :tard: :tard: :tard:
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08-18-2003, 03:31 AM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Delphi is pretty much similar to Pascal in syntax, and I think that personal edition can be d/loaded for free from http://www.borland.com (at least I got it there sometime ago). I have some (although not advanced) experience with it, but I have never modded ai.ini.
Quote:
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I could do the algorythm, and then someone writes it in a programming language...
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I could try, although I can't promise my skills will be enough...
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