BTW AI Documentation?
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ab_99 | Date: Tuesday, 01/January/2013, 11:50 PM | Message # 11 |
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| PlastyGrove PUSHKA17 – 17c Cannon MORTIRA17 – Mortar
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PlastyGrove | Date: Wednesday, 02/January/2013, 5:12 AM | Message # 12 |
Noblemen
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| (ab_99) PUSHKA17 – 17c Cannon MORTIRA17 – Mortar
I don't think there are 17C Cannons and Mortars, at least not in BTW. Everytime I do a tryUnit() on these units, the game crashes. Are they working for you?
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EbelAngel | Date: Wednesday, 02/January/2013, 6:21 AM | Message # 13 |
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| Here's a few more.
Austria.cpp // Registration upgrades, units and buildings for Austria AI
strcpy(MainUnit, "Pikiner_evro(au)"); //"Rundashir_Avstria(au)" // Pikiner = Pikeman; Rundashir=Roundshier
strcpy(MainHorse,"Konni_Ricar(au)"); //Konni_Ricar = armoured mounted knight (17th century horse)
RegisterUpgrade(&MUSHCOST, "AKA32AU"); //AKA32AU refers to the [UPGRADE]section in the NDS file, this one reduces the cost of the muskets.
RegisterUnitType(&BARABAN,"Barabanshik_ev1(au)"); // Baraban or baranbanshik = drummer
RegisterUnitType(&KIRASIR,"Kirasir(au)");//Cuirassier
RegisterUnitType(&KAZAK,"Kozak_loshad_DIP(au)");///Sich Cossack
RegisterUnitType(&GAUB,"Mortira(au)");//Howitser
RegisterUnitType(&LODKA,"Lodka(au)");//Fishboat
RegisterUnitType(&LINKOR,"Linkor(au)");//BattleShip
RegisterUnitType(&YAHTA,"Yahta(au)");//Yacht (sometimes IAXTA)
RegisterUnitType(&PAROM,"PERES_KOR(au)");//Transport boat
RegisterUpgrade(&XVIII,"MAINAU"); MAIN AU = 18th century upgrade
RegisterUpgrade(&AKARAZBROS,"AKA20AU"); RAZBROZ = inaccuracy of firing , it reduces it, so they shoot more accurate.
RegisterUnitType(&KETC18,"KECH(au)");Ketch(boat)
Extraction.h
AI_Torg //Torg =Rinok = Market
SetPDistribution(0,4,4); //SetPeonDestribution /PEON= Peasant , but you already knew that.
Found a few more files that seem to regulate the AI, i'v added them in the ADD folder ( putting them here, maybe ab99 wants to see aswell , seems to be a smart cookie ;-)) Or anyone else for that matter.
*Einfoclass.cpp : Seems to regulate behaviour (searching and determining dangers to the AI to set priorities of attack) and has values on AI shipforce priorities (Iaxta, Shebeka, Fregat, Linkor etc)
*Safenet.cpp : more values, eg, horse danger values ( hardhorce>fasthorse (cuirassiers>hussars) etc...
*Ddex1.cpp : isnt entirely about the AI, its more interface stuff, but it has some lines about AI, some of which have been disabled, eg from line 2595 onwards.
*Nature.cpp : has a few lines about AI somewhere at line 980 onwards about land and sea AI,didnt really read it properly,just breezed over it.
*NewMon.cpp: the majority of this file regulates the MD (MonsterDescription) strings, but it has various references to AI all over the place, its just a crazy big file (over 13 000 lines of code), wether its helpfull towards AI building, not sure.
*Newupgrade.cpp : added this one because of all the references in the AI.dll's to the academy upgrades, just in case you need more information on what each upgrade exactly does.
*Strecog.cpp : i think this one is telling the game to load the ai from the .dll's.
No doubt there are more references to the AI all over the place, but as i said, just ask if you look for something specific.
http://cossacksworld.ucoz.co.uk/Src/PlastyGrove2.rar
E.A.
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ab_99 | Date: Wednesday, 02/January/2013, 2:43 PM | Message # 14 |
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| (PlastyGrove) Are they working for you? I just translate the words.
(EbelAngel) ( ... seems to be a smart cookie ;-)) translate.google.com constantly joking
PS! PlastyGrove You should check Pushka2 (GE), in files *. NDS, otherwise it would be an error
Message edited by ab_99 - Wednesday, 02/January/2013, 3:15 PM |
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PlastyGrove | Date: Thursday, 03/January/2013, 5:38 PM | Message # 15 |
Noblemen
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| @EbelAngel: Thanks so much for the help! Sorry for the late reply, work pays for the hobby I guess, an unfair world I'll go through all the files and see if there's anything I can make use of. My big concern is that if the AI files don't control how to work the attacks and defenses then finegrained changes probly can't be done. But I'd still like to go through the AI files and see what I can do. Thanks again!
@ab_99: That's a good idea, I'll take a look. Now to download the utility tools ...
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MrRiv | Date: Thursday, 03/January/2013, 5:45 PM | Message # 16 |
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| Thanks PlastyGrove! This does help out a lot. I'm playing around with the AI now, and will start editing those odd functions in the game. I'll report any interesting effects that I can get.
I speak English. Je parle francais. Mowim po polsku. Говорю на русском. Ich spreche Deutsch.
Historian and C/C++/C#, Java, Python, Basic, HTML, XML programmer.
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ab_99 | Date: Thursday, 03/January/2013, 6:28 PM | Message # 17 |
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| (PlastyGrove) Now to download the utility tools ... What tools are needed?
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PlastyGrove | Date: Thursday, 03/January/2013, 7:12 PM | Message # 18 |
Noblemen
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| (ab_99) What tools are needed? To view the NDS files and all other files in All.gsc?
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ab_99 | Date: Saturday, 12/January/2013, 3:42 PM | Message # 19 |
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| Quote (PlastyGrove) To view the NDS files and all other files in All.gsc? ALL.GSC unpack GSCUtil.exe NDS files look with notepad You will find everything you need here: http://cossacksworld.ucoz.co.uk/index/0-13 Good luck!
Added (12/January/2013, 3:42 PM) --------------------------------------------- PlastyGrove, MrRiv
you can create universal AI? 1. read *. NDS 2. identify units, of section [MEMBERS] 3. identify upgrades, of section [UPGRADES] 4. identify [ENABLED], [UPGRADELINKS], etc... 5. replace the names in the source code, the virtual names It's complicated, but that AI will come to any game I am ready to build a monument to you.
EbelAngel TryUnit(UnitType,Max,CostPercent,Probability)
that is CostPercent, from the point of view of the engine?
PS! seems to understand, maybe it's% of the resources of the player
Message edited by ab_99 - Monday, 14/January/2013, 4:52 PM |
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MrRiv | Date: Tuesday, 15/January/2013, 5:04 AM | Message # 20 |
Knight
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| So, ab_99, what you want us to try is to create an AI which dynamically works depending on the units in the faction files and create it's own strategy depending on those units?
If that is what you mean, it will be quite an interesting challenge. If not, please explain, 'cause anything related to AI already interests me.
I speak English. Je parle francais. Mowim po polsku. Говорю на русском. Ich spreche Deutsch.
Historian and C/C++/C#, Java, Python, Basic, HTML, XML programmer.
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