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AI - 11/15/2013 6:20:55 AM   
Bartec

 

Posts: 18
Joined: 7/10/2011
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hi,
where to write ai skripts for reinforcements? if they enter game, they have default ai settings.
where is the skript wiki for coh?

regards
Post #: 1
RE: AI - 11/18/2013 12:44:54 PM   
ericbabe


Posts: 10465
Joined: 3/23/2005
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We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.

_____________________________


(in reply to Bartec)
Post #: 2
RE: AI - 12/27/2013 3:40:50 PM   
MacMarkus

 

Posts: 7
Joined: 6/13/2012
Status: offline
Hi ericbabe,

I (still) would be interested in a documentation for the ai scripting...

No chance to see same pages somewhen? (doesn't have to be a real wiki)

Markus

(in reply to ericbabe)
Post #: 3
RE: AI - 12/27/2013 3:59:29 PM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
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+1

I would be very interested in tinkering with the AI.

(in reply to MacMarkus)
Post #: 4
RE: AI - 12/29/2013 6:44:49 AM   
Ratzki

 

Posts: 361
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
+2

(in reply to KEYSTONE07950)
Post #: 5
RE: AI - 12/30/2013 5:44:19 AM   
Fascist Dog


Posts: 150
Joined: 4/6/2012
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quote:

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights


You're in a bit of a Catch 22 situation here. Perhaps folks are not tinkering with the AI because of the lack of info available. I know I'd have knocked out a a couple of missions by now had this info had been available ;)

(in reply to Ratzki)
Post #: 6
RE: AI - 12/30/2013 2:56:34 PM   
smittyohio2

 

Posts: 27
Joined: 10/23/2006
Status: offline
The documentation on the editor in general is way insufficient. Not a great way to encourage lots of user created scenarios. And the lack of any responses from matrix and western civ is leaving a bad taste in my mouth.

< Message edited by smittyohio2 -- 12/30/2013 3:57:32 PM >

(in reply to Fascist Dog)
Post #: 7
RE: AI - 1/23/2014 2:38:59 AM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
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Will there be a script wiki for COH?

I can't promise I will make scenarios for public consumption, but I sure would like to tinker with the AI.

(in reply to smittyohio2)
Post #: 8
RE: AI - 1/23/2014 3:47:08 AM   
aaatoysandmore

 

Posts: 523
Joined: 9/11/2013
Status: offline
Put in a script system like Spartan has and I'll tinker with the aii. I made one of the best ai's in a game even better with that ai build script. The way they had good units producing so low in the list was making the ai produce too many non-elite infantry units. Plus research was set too low. I pushed these up to the top and I had an ai that I nearly couldn't deal with. It pushed me out of crete and even out of athens onto some lil island just SE of it. This playing on hardest or impossible levels. But yeah if you can make a script system like Spartan I can work with that it's nothing more than moving things up and down the list and chancing some numbers around when to react to things.

(in reply to KEYSTONE07950)
Post #: 9
RE: AI - 1/28/2014 1:58:41 AM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
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quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?

< Message edited by KEYSTONE07950 -- 1/28/2014 4:16:21 PM >

(in reply to ericbabe)
Post #: 10
RE: AI - 2/6/2014 5:58:23 PM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
Status: offline

quote:

ORIGINAL: KEYSTONE07950

quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?


Anybody home??????????????

(in reply to KEYSTONE07950)
Post #: 11
RE: AI - 2/16/2014 5:02:28 PM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
Status: offline

quote:

ORIGINAL: KEYSTONE07950


quote:

ORIGINAL: KEYSTONE07950

quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?


Anybody home??????????????


I'm very sorry to hear that the developer is ill. Hope he recovers quickly. When he does, will there be any additional documentation for editing?

(in reply to KEYSTONE07950)
Post #: 12
RE: AI - 3/7/2014 10:08:49 PM   
ericbabe


Posts: 10465
Joined: 3/23/2005
Status: offline
Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.

_____________________________


(in reply to KEYSTONE07950)
Post #: 13
RE: AI - 3/7/2014 11:54:28 PM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
Status: offline
Thank you for the response. I am still very interested in experimenting with AI scripting.

Hope you are feeling better.

(in reply to ericbabe)
Post #: 14
RE: AI - 3/30/2014 11:27:06 PM   
KEYSTONE07950

 

Posts: 156
Joined: 12/17/2006
Status: offline

quote:

ORIGINAL: ericbabe

Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.


Ericbabe:

Any time frame when we may see the documentation?

Thanks.

(in reply to ericbabe)
Post #: 15
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