BruteForce AI
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- Forumer
- Posts: 4
- Joined: Sun Dec 13, 2015 7:42 am
Re: BruteForce AI
Toast, here is a bug or some bugs, when the boar is outside of arena walls, it doesn't delete one wall, so the boar dies outside, will delay brute quite a lot with the walking vills. And adds tc's way too late which will delay boom and imp time. Other than that, everything else seems okayish
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
Not sure how to really do the wall delete thing for boars, (still a UserPatch script kiddie) but I'm sure if I s̶t̶e̶a̶l̶ browse about I will find something to work with.
Will look into improving Arena some more.
Will look into improving Arena some more.
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: BruteForce AI
Hello, I am new scriptor, working hard to try to understand all those scaring codes.
But i am improving step by step thanx to this great website.
I read in your update 2-10-3c that u made your AI (bruteforce) able to place his mining-camp where you want him to build :
Fixed a bug where BruteForce sometimes places its first mining camp for gold on stone.
Actually i have the same problem ; i want it to be placed on gold, it makes it the most of the time on gold but sometimes its placed on stone .how did u solve this bug ?
One more question relative to the same problem :
When in castle-age i want to make a town-center in that way :
I want my TC to be built on stone. But he will be placed randomly on stone or gold...
Is it fixable ?
Sorry for my not great english ; I hope i am understandable.
But i am improving step by step thanx to this great website.
I read in your update 2-10-3c that u made your AI (bruteforce) able to place his mining-camp where you want him to build :
Fixed a bug where BruteForce sometimes places its first mining camp for gold on stone.
Actually i have the same problem ; i want it to be placed on gold, it makes it the most of the time on gold but sometimes its placed on stone .how did u solve this bug ?
One more question relative to the same problem :
When in castle-age i want to make a town-center in that way :
Code: Select all
(defrule
(current-age == castle-age)
(resource-found stone)
(and (building-type-count town-center > 2)
(building-type-count town-center < 4))
(can-build town-center)
(up-pending-objects c: town-center < 1)
=>
(build town-center)
(set-strategic-number sn-allow-adjacent-dropsites 1)
(set-strategic-number sn-town-center-placement mining-camp)
)
Is it fixable ?
Sorry for my not great english ; I hope i am understandable.
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Guru
- Posts: 639
- Joined: Thu Jul 14, 2011 8:44 am
Re: BruteForce AI
The TC has to be forced on stone:
At the end of each rule pass you must ensure that target-point is correct until the TC is placed (so that target-point still focuses the TC around stone and not elsewhere).
Code: Select all
(defconst gl-point-x 101)
(defconst gl-point-y 102)
(defrule
(current-age == castle-age)
(resource-found stone)
(building-type-count town-center == 3)
(can-build town-center)
(up-pending-objects c: town-center < 1)
=>
(up-get-point position-self gl-point-x); Get point of home TC
(set-strategic-number sn-focus-player-number 0)
(up-set-target-point gl-point-x); Set focus around home TC
(up-reset-search 1 1 1 1)
(up-reset-filters)
(up-filter-distance c: -1 c: 30); No minimum distance to home TC, maximum distance 30 tiles
(up-find-remote c: stone-mine c: 1)
)
(defrule
(up-set-target-object search-remote c: 0); Found stone -> set it as target-object
(current-age == castle-age)
(resource-found stone)
(building-type-count town-center == 3)
(can-build town-center)
(up-pending-objects c: town-center < 1)
=>
(set-strategic-number sn-allow-adjacent-dropsites 1)
(set-strategic-number sn-town-center-placement mining-camp)
(set-strategic-number sn-placement-zone-size 5)
(up-get-point position-object gl-point-x)
(up-set-target-point gl-point-x)
(up-build place-point 0 c: town-center)
)
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: BruteForce AI
Thank you so much for the fast of your answer. This is really smart. I'l right now test it.
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: BruteForce AI
Oh hi, CheeseOnToast
Thanks, ER!
Thanks, ER!
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
ER is amazingscripter64 wrote:Oh hi, CheeseOnToast
Thanks, ER!
- Promiskuitiv
- Waheguru
- Posts: 1364
- Joined: Thu Nov 10, 2011 1:07 pm
Re: BruteForce AI
What happened?
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
ER changed my old name from "SausageBread" to "CheeseOnToast" for me lolPromiskuitiv wrote:What happened?
- Promiskuitiv
- Waheguru
- Posts: 1364
- Joined: Thu Nov 10, 2011 1:07 pm
Re: BruteForce AI
7 i didn't even notice, nice!