Company of Heroes: Eastern Front

Author Topic: EF improved AI test mod  (Read 19774 times)

Offline Ryousan

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Re: EF improved AI test mod
« Reply #15 on: February 02, 2011, 08:21:39 AM »
Question

To play against other people is enough to back up my original eastern front folder or is absolutely necessary to reintall it?
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #16 on: February 02, 2011, 05:38:13 PM »
Question

To play against other people is enough to back up my original eastern front folder or is absolutely necessary to reintall it?

you only should have to reinstall it if its not working

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #17 on: February 02, 2011, 06:20:43 PM »
You need to backup Data & DataAttrib folders and Eastern_Front.module.

@robotnik
Now I remember, your Eastern_Front.module is missing the newer maps :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #18 on: February 03, 2011, 06:28:50 AM »
You need to backup Data & DataAttrib folders and Eastern_Front.module.

@robotnik
Now I remember, your Eastern_Front.module is missing the newer maps :).

oh yes i forgot to add the archives to the module file. k ill make note of that. expect an update by friday or the weekend

Offline SublimeSnugz

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Re: EF improved AI test mod
« Reply #19 on: February 03, 2011, 06:41:27 AM »
What a great initiative your taking there robotnik, im sure that there is alot of compstompers who are very pleased that your taking the time to improve the AI for them.

Good luck to you


Offline Jeff 'Robotnik' W.

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Re: EF improved AI test modo
« Reply #20 on: February 07, 2011, 10:37:53 PM »
Updated with the latest version.

This is the last major version right now, and i believe is ready to implemented into the next patch. I am still going to be working on improving the ai, but it will take a while to get it working even better, since i am now going into territory i have not explored yet.

I think right now is a good stopping point, as the ai is better than it has ever been and the users should get a chance to enjoy it

thanks to everyone for their support and for testing the mod out

pariah

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Re: EF improved AI test mod
« Reply #21 on: February 07, 2011, 10:49:53 PM »
Pure awesome awesomeness, robotnik! ;D 8) Now if only i could just get my stupid fucking Internet connection working properly, so i can download the patches...  >:( :( :'(

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #22 on: February 08, 2011, 12:35:47 AM »
Thanks robotnik!

I replaced EF files and when started a match got this error:
Code: [Select]
16:33:03.43   GameObj::OnFatalScarError: [string "EASTERN_FRONT\DATA\Scar\WinConditions\vptickerwin-annihilate.scar"]:420: attempt to call global 'Rule_AddInterval' (a nil value)
16:33:03.43   GAME -- SimulationController::Pause 1
16:33:03.48   GameObj::OnFatalScarError: FATAL Scar Error! - Execution has been paused.  Error calling init function VPTicker_OnInit.

It says: Fatal AI Error - Execution paused.

Btw, i didn't noticed earlier but brits & RMC starting units are messed up :-X.
« Last Edit: February 08, 2011, 01:01:08 AM by blackbishop »
Mors Indecepta

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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #23 on: February 08, 2011, 01:51:37 AM »
alright uploaded version with fix. reinstall EF before applying

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #24 on: February 08, 2011, 03:22:38 AM »
Now works :)!! But i have some issues:

a) Could you check if Wehr starts with a MG bunker or only with a bunker? Every time i visit their base, both are just bunkers.

b) The normal AI seems to be "easier" than normal in EF, perhaps that is because Azooma did it for CoH.

c) RMC have a bug, they start with Recon Section instead of Royal Marines Section; also the latter cannot build anything.


Everything else seems right :D! Thank you.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #25 on: February 08, 2011, 03:33:49 AM »
by what ways do you mean the ai is easier though. on certain maps the ai seems to play more stupid than usual for both this ai and the EF ai, examples being very heavy urban maps.

i will have a fix for the problems uploaded shortly

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #26 on: February 08, 2011, 03:42:22 AM »
I test on angoville :). I say easier because the AI seems to be idle at times, parking units next to points without capturing them or raiding my points :P. Sometimes the units don't do anything at all, i start capturing an enemy point, then they send troops to fight that position, if i get the point neutral, they stop the attack and becomes idle xD. Perhaps i'm asking too much.

Btw, you also fixed the missing captain bug xD. When you lose your HQ Truck and call another one, it will have the captain slot empty :D. Fixed in the list of issues for the next update but i was surprised to see it in your pack :D!

EDIT:
Nevermind, perhaps i get used of Normal AI and i need to go against Hard AI.
« Last Edit: February 08, 2011, 04:00:56 AM by blackbishop »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #27 on: February 08, 2011, 04:09:58 AM »
heh and i didnt even realize that i fixed it lol  ;D


also uploaded new version

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #28 on: February 08, 2011, 07:13:28 AM »
I'm going to test with the four faction to see what is missing :).

General:
  • Wehr and US Sniper shows it's hidden ability to kill medics.
  • Reward units for CoH factions doesn't have their text & description.
  • AI spam "builder" units instead of basic infantry(in PE case the ketten instead of PGrens).
  • AI initiate repairs in hostile situations.
  • CP count increases even if you get all the Commander abilities.


US:
  • .

Wehr
  • AI build Bunkers but not upgrade them.
  • HQ bunkers are bugged, it's not they are normal bunkers, looks like the dude inside never "open the store".
  • There are two Halftrack buttons on Krieg Barracks. The second one has a pioneer squad inside.
  • Tigers(reward and normal) use the wrong skins, not the vanilla ones.
  • Walking Stuka has two barrage abilities.
  • Nebelwerfer has two barrage abilities.
  • Stormtroopers get four MP44 for 150 muni instead of two for 75.
  • Grenadiers can purchase just one LMG42 and one shreck(you can't get two LMGs or two shrecks).
  • Tigers(reward and normal) costs 900 instead of 800.

Brits
  • Comet is missing if replacing firefly.

RMC
  • Starting unit is Recon Section instead of Royal Marine Section.

Soviets
  • Double flamers is in the wrong slot on Urban Combat Strategy(it's in first position, should be third).

PE
  • Hummel has two barrage buttons.
  • I can build schwims whether or not i select them from the reward list.
  • Tank Busters use the wrong skin.
  • Weapons crew of the Flak 88 and the Flakvierling use the wrong skin.

Perhaps some changes to CoH balance still missing xD. I'll add more stuff later :).
« Last Edit: February 10, 2011, 03:17:02 AM by blackbishop »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #29 on: February 09, 2011, 09:41:23 PM »
ill try to release an update this weekend, as im a little busy right now

keep posting bugs so i can take them all out in one patch