SetupMulti - Multiplayer AI Installer

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scripter64
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Joined: Fri Jan 16, 2009 8:36 pm

SetupMulti - Multiplayer AI Installer

Post by scripter64 »

Current Version (date-time)
SetupMulti 20110209-043900

Introduction
SetupMulti is designed to allow you to easily replace, and restore, the built-in AI with any custom AI in your "Age of Empires II\AI" folder for use in multiplayer games via the internet or lan. After installation, players that are set as "Computer" on your game setup screen will perform as your custom AI. Single player game modes are also affected by the change. Please try it; I need all the feedback I can get!

Creating a RandomAI
After starting SetupMulti, you will be able to generate a RandomAI, if you choose, by clicking the text link. Installing a RandomAI allows you to play with or against multiple types of AIs, randomly and simultaneously, during multiplayer games, which can significantly enhance their unpredictability. Special thanks to Suriel for this great idea!

System Requirements
Age of Empires II: The Conquerors Expansion v1.0c
Windows XP or later
User permissions to modify files in:
- Age of Empires II\AI
- Age of Empires II\Data

Compatible AIs (will add more as tested)
AllianceThundaEmpire
ARFFI De'gel 1.64_7
ARFFI Eyries 1.09
BTG_AIv5 + variants
CarlosFerdinand 3
Chameleon 20110205-002154
CPS_Alexander v4.8.6
Crusade 2.0
Eagles Revenge 7
Imp Caes Miro II 1.0c
Integrity 2.1.8
IS_Machine 4.4
John_Mendl vG
Kamikaze v2.2
Kosmos 2.42
Lade LandRM 0.9.9
Leif Ericson 1.31
Minai ER Hun v04
MiniEagle 20110108-081546
MiniHorde
MiniMuz 1.02
Phyrexx 2010-12-31
Solidus 1.1
SRN 13 JAN 2011
The Horde 2.14
Attachments
SetupMulti.20110209-043900.rar
more stable codebase + streamlined interface
(153.29 KiB) Downloaded 91 times
SetupMap.20110209-001001.rar
replace migration with rms in scenario editor
(138.81 KiB) Downloaded 79 times
Last edited by scripter64 on Wed Feb 09, 2011 8:56 pm, edited 36 times in total.

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jdstankosky
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Location: Florida, USA
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Re: SetupMulti - Multiplayer Setup System

Post by jdstankosky »

Dude, this is AWESOME!!!

I just logged off the computer for the evening or else I'd be all up in this biznitchh
Do not try to script a counter for everything. That is reactionary, and always slower than taking the initiative in battle. Decide from the start what you are going to do, and do not waiver from it. Own it.

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MuRRay Jnr
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Location: Queensland, Australia

Re: SetupMulti - Multiplayer Setup System

Post by MuRRay Jnr »

*likes*
cheers,
murrayj

my current attempt at scripting, avarice ai

scripter64
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Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: SetupMulti - Multiplayer AI Installer

Post by scripter64 »

Thanks! I think I've eliminated all of the bugs, for now. While testing all of the various AIs, I found an interesting quirk in the game, related to side-loaded scripts (.per files loaded from the root of the AI folder instead of from an AI-specific subfolder) that are placed into Data\Load. If, for example, SetupMulti copied a resign.per file into Data\Load because an AI required it, everything would seemingly work fine, at first. However, immediately after the game starts, the game would silently delete those side-loaded scripts in the Data\Load folder, so restarting that same game, or starting another game, would result in a file-not-found error. I fixed it by setting the copies to read-only upon install.

Separately, Phyrexx showed me that forward slashes work as directory separators in load commands, so I had to make some adjustments for that, as well. Finally, I made it notify the user about any missing file/folder dependencies during installation (the various resign files were often an issue lol). Incidentally, I should mention that there are command-line install/uninstall options, if you have the need for them (maybe for desktop shortcuts). Here they are:

To uninstall and restore the built-in AI:
- SetupMulti.exe /u

To install an AI:
- SetupMulti.exe Name-of-AI

Examples:
- SetupMulti.exe MiniHorde
- SetupMulti.exe "Lade LandRM"

scripter64
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Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: SetupMulti - Multiplayer AI Installer

Post by scripter64 »

SetupMulti 20110206-123823 has been released! This update, based on feedback at the blacksmith, provides a way for users who have non-standard, unregistered/transferred installations to use SetupMulti. They can simply place SetupMulti.exe into the "Age of Empires II" folder, next to empires2.exe, etc., and run it from there.

scripter64
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Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: SetupMulti - Multiplayer AI Installer

Post by scripter64 »

I've updated SetupMulti, so that it's easy to make random AIs. On the center ListBox, you can press delete to remove AIs, or numpad +/- to change the selected AI's load percent. These shortcut keys make editing much faster.

Released SetupMulti 20110208-100050.
Change Log:
- Update: built-in RandomAI generator tool (no scripting needed)
- Update: refresh button to update the AI list
- Update: more stable parser for AIs that side-load scripts
- Update: automatic AI rollback for install errors
- Special thanks to Suriel for the great idea!
Last edited by scripter64 on Tue Feb 08, 2011 10:07 am, edited 2 times in total.

Suriel
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Joined: Sun Oct 03, 2010 7:40 am
Location: Poland

Re: SetupMulti - Multiplayer AI Installer

Post by Suriel »

Hehe. Thanks man :lol:

Actually, I was hoping to inspire you to do such thing :)

scripter64
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Re: SetupMulti - Multiplayer AI Installer

Post by scripter64 »

I didn't think multiple AI types in multiplayer was possible until I read your idea :)

Released SetupMulti 20110209-043900.
Change Log:
- Update: restored the RandomAI generator
- Update: integrated generator into interface
- Update: refresh buttons replaced by F5
- Update: internal code updated
- Update: more informative readme.txt lol
- BugFix: corrected SysLink issue

Uploaded SetupMap, too. Why not, right? :lol:

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MuRRay Jnr
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Re: SetupMulti - Multiplayer AI Installer

Post by MuRRay Jnr »

it works fine for me on my windows7 OS, AoC version 1.0c.

what happens if you try to run it on a non-patched version of the game?
and what would happen if you tried to run it on a no-population cap mod?
and when using the custom ai builder does it check that the percentages add up to 100 before creating it?
cheers,
murrayj

my current attempt at scripting, avarice ai

scripter64
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Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: SetupMulti - Multiplayer AI Installer

Post by scripter64 »

1. If you run it on an unpatched version... no idea lol. I haven't tested that possibility.
2. If the game is modded, it should be fine, as long as all players have the same mods to start with.
3. If it is below 100%, the top AI gets the remaining %, if I remember correctly. It should always work out, I hope :lol:
MuRRay Jnr wrote:it works fine for me on my windows7 OS, AoC version 1.0c.
Thanks for testing it, MuRRay :)

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