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Messages - kblood

#106
AI Development / Re: Compile AI Info here
March 03, 2010, 04:02:44 AM
Quote from: Darkov on March 03, 2010, 03:25:21 AM
My WinMPQ doesn't recognise the SC2DATA files. And after i opened a SC2DATA, many files are opened, but they all have unknown names. I'm using version 1.64 and windows 7(i did fix the dll error and ocx error).

I had the same problem, seems that version 1.64 is too old. Which is why I am now using the Total Commander addon, which works great.
http://www.totalcmd.net/plugring/mpq.html

But if you are not using Total Commander, then try:
http://www.zezula.net/en/mpq/download.html

They are the newest. You need to 2.0 something one. The 1.64 gave me the same problem. It could be solved if I made my own listfile, but only worked on the files I knew was in the map or AI file.
#107
AI Development / Re: Compile AI Info here
March 02, 2010, 06:48:06 PM
AISetStock( player, 10, C_ZU_Zealot );
AISetStock( player, 8, C_ZU_Stalker );

I agree on the meaning of these. First 10 zealots, then 8 stalkers. If the zealots are killed the AI will most likely try to build them again. Perhaps not if the "gametime" changes into late game, since it seems most buildAI strategies are somewhat based upon how far into the game it is.
One thing I want to find is the AIs retreat scripts. I am guessing they must be under the tacts for each race? I have been thinking about trying to make some mean rush tactics, and they would work best imo if the AI did not pull back. I just watched a map as observer with 4 AI against each other, and one of the Zerg attacked a Terran with Zerglings, 1/3 or something got killed on their way to the marines, but once there they ran back, only hurting one of the marines. Seems like those zerglings got wasted for no reason.
The retreating part of the AI often seems a reason for the AI to be outmaneuvered. If it made some strong forces and attacked without pulling back most the time, it seems they would end up loosing less troops. Its not like the AI actually repairs its troops as Terran anyway.
Also why does the AI never tech up its armor? I have seen Terran tech up vehicle armor to 1. That was all it did in a long fight, massing up 30k minerals and 17k gas I think it was. I am guessing that is because the AI is based on the easiest AI scripts, but I guess it could also be those upgrades just are not worth it, compared to the extra troops in the army instead.
#108
AI Development / Re: Map Disassembling
March 02, 2010, 05:41:51 PM
You have probably already found this, but i got a nifty MPQ package addon for my Total Commander, and started browsing around in SC2 AI and MAP files.
I came across the attributes files in the maps which start out as:
<?xml version="1.0" encoding="utf-8"?>
<Attributes>
    <Variant>
        <Id Value="1"/>
        <Genre Value="1"/>
        <GameType Value="2"/>
        <MaxTeamSize Value="1"/>
        <Name Value="Variant001/Name"/>
        <Description Value="Variant001/Desc"/>
        <Attribute Id="3010">
            <Locked/>


Would it be possible to rearrange this file to change the gametype?
I have found that maps usually triggers some melee scripts. If those scripts are added to the map, then the map should be able to change the gametype if nothing else works.
Its just that it would be nice to be able to make 2vs2 maps. Has 1vs3 already been made? That would be nice as well. Making observer possible is cool, and I am wondering how that was found out? Randomly changing hex code? I doubt that :)
Good work so far though. I just began looking through the scripts today.
Another question. If the AI files are unpacked and you just place the files from the package in subfolders, would they over rule the AI files? And would it overrule these files if they are put into maps? I still have not found the priorities of all these scripts. I am just fairly certain just about all scripts can be added to the map files and overrule them all as they are mini mods.