Dune 2000 AI Editor - Tutorial #1: Main overview of the AI functions

แชร์
ฝัง
  • เผยแพร่เมื่อ 14 ม.ค. 2025

ความคิดเห็น • 16

  • @artemselivanov2129
    @artemselivanov2129 ปีที่แล้ว

    I sort of got it attack priority working when I put 1 for all, and 50 or 100 for the one I wanted to be focused, and it works. I am not sure if 0 or 1 changes, but my guess that if you don't put at least one then priority is disabled for that team, which may mean that regular rules kick in.

  • @vincenator5000
    @vincenator5000 6 ปีที่แล้ว +3

    Still waiting for "all those later tutorials your gonna do"

  • @NDRonin1401
    @NDRonin1401 8 ปีที่แล้ว +2

    AttackSidePriority seems to work, just put on 1 for the house you want attacked

    • @aKaFeda
      @aKaFeda  8 ปีที่แล้ว

      Umm, so by putting 1 they will focus on that specific side? Interesting. I am pretty sure I tried 1 as well and didn't seem to have any difference, but I will try again.

    • @NDRonin1401
      @NDRonin1401 8 ปีที่แล้ว

      aKaFeda I only tested it on 1 map, but the Emperor focussed on Ordos until their base was destroyed, then turned on me.
      My ally mercs focussed on Ordos and Smugglers, both of which I had put on 1. Now this could be accidental, because those opponents were also closest on the map.
      But the Emperor behaviour seemed to completely correspond to the AI change 0 to 1 ...

  • @pascalbohm2456
    @pascalbohm2456 6 ปีที่แล้ว +1

    Aka Feda pls make a tutorial of more functions as you promised :)

  • @pequeniobrucex8664
    @pequeniobrucex8664 8 ปีที่แล้ว

    I can't really execute the game test, how do I link the game with the editor? ''Cannot find game executable''

    • @aKaFeda
      @aKaFeda  8 ปีที่แล้ว +1

      Check the .ini file located in the editor directory. You can manually type the path there. According to the developer, the editor tries to detect the game folder by itself, in two ways, and if both fail, then you get the issue you have and have to manually type it in. Make sure you add a slash at the end of the path (e.g. D:\Dune2000\)

    • @pequeniobrucex8664
      @pequeniobrucex8664 8 ปีที่แล้ว

      Ok, thanks :), another question please, I tried to add smugglers to mission 9 of Ordos as allies, before that I added Fremen as enemies, but when I try to play the mission the game crushes saying something about limit access and game ticks, I think it's because there are too many elements in the map, how can I extend that limit? because I even edited the map so it's bigger now.

    • @aKaFeda
      @aKaFeda  8 ปีที่แล้ว

      Mission 9 should have a huge limit if any, you shouldn't run into issues. That error message is quite important, so please tell me exactly what it says :D

    • @pequeniobrucex8664
      @pequeniobrucex8664 8 ปีที่แล้ว

      Well, I might have added a few things like troops and more buildings for me, the mercenaries and for the enemies as well, the message is ''Trying to access side out of range (96) [gGameticks= 0]''

  • @GrandBenja
    @GrandBenja 8 ปีที่แล้ว

    Thank you, aKaFeda. Once again, I am in your debt.
    As for "AttackBuildingStrenght", after a few tests, my guess would be that this variable defines the raw number of units an AI will send out when it attacks. At first, I thought it would be a proportion of the units it had (with the variable at 100 meaning "go all out with 100% of your units), but it would seem I was mistaken. I've had a small AI go all-out with 35 (as it had about 30 units), and a strong AI send much less than half its units while having this variable
    at 60.
    So, for example, if you wanted a sort of "final boss" AI, you'd need:
    - A high "TimeBetweenBuildingAttacks", so that it has enough time to stack units.
    - A low "UnitBuildRate" so that it builds as many units as it can afford.
    - A very high (like 240) "AttackBuildingStrenght", so that the attack force itself is huge.
    We can make some interesting stuff with that… For example, having one or two "early-game" AIs harass the player with small attacks, while one "late-game" AI is preparing a larger attack force. This is a very solid editor. Good job, and thanks a lot to the team that worked on it.

    • @aKaFeda
      @aKaFeda  8 ปีที่แล้ว

      +GrandBenja That's a very nice finding there, and a very good idea. Well done man :D

    • @GrandBenja
      @GrandBenja 8 ปีที่แล้ว

      +aKaFeda Thank you.
      I ran a few more tests, and found out that a few AIs from the original campaign will quit attacking after a while. A6V2-6 will do that, for example. I don't know if this was intended or not, and I couldn't find any variable seemingly related to this issue.
      Some other AIs will "bug" and quit attacking as well if you set some variables (TimeBetweenBuildingAttacks and/or AttackBuildingStrenght; I couldn't pinpoint the exact "rule") too high. A8V1-2 and A6V2-1 have this issue. As everyone knows, modifying AIs is tricky…
      However, A9V1-3, on the other hand, seems very solid and reliable. In every test I ran, it did exactly what I wanted it to when it was supposed to, regardless of how high I had set the variables, and regardless of the House it was playing as.
      I had no issue with O7V1-2 or A8V1-4 either, at least in smaller bases.
      So far, with what little experience I have, I would say that, if you wish to tinker with AIs, you may want to first import a reliable AI, like A9V1-3, then, and only then, set the variables you need.

    • @aKaFeda
      @aKaFeda  8 ปีที่แล้ว

      +GrandBenja I'm not sure, but it might be the fact they are running out of money and that's why they start to suck after a while. I can't check now, but that's what I believe.

    • @GrandBenja
      @GrandBenja 8 ปีที่แล้ว

      +aKaFeda Nah, it wasn't a matter of money. Their silos weren't empty at all, and they kept creating as many units as they did earlier in the game. They just kept stacking hundreds of units units in their base, but didn't do anything with them.
      This issue didn't happen with A9V1-3 or O7V1-2 in the exact same map, in the very same conditions.