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Wqaopl

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PostSubject: AI compotition   Sun Aug 23, 2009 5:38 pm

im anounsing a compotition for the best 3erd party AI.

all the enterd AIs will battle it out 1v1 =D

im seting the deadline for enrtys at the 6 of september.

if u dont know how to edit or make an ai i hope to put up quik turoreals so evry one can have a go.

http://rapidshare.com/files/270669016/AI_Test_map.kmp
hear is the map thay will play on so u can test them out.

edit: the totall unit limit will be 1000 so make it so your ai does not billd 200 in totall like the origimal.

edit: the race type will be randon for each round


Last edited by Wqaopl on Sun Aug 23, 2009 8:23 pm; edited 2 times in total
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Clay4141

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 6:19 pm

How do you go about having 2 AI's play the other if the game can only accommodate 1 AI at a time. Do you mean compile a new race and use that as the AI, similar to the ones that exist already? Aka.. the cheating AI's. If so, what are our limitations? In theory you could make every units super fast, super strong, have super defense, and every units give maximum mana and a healing, attack, and defense aura.

If you don't mean the cheating AI's, how will these AI's compete against the other?
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Wqaopl

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 6:34 pm

i meen just editing the .ai files

and more spesifikly the limits and weights of the units.

how to fight two ais agenced one anuthers is a seacret but i will say it invulves tow comps and TAKS.
also this is verry inportent if the .ai file contains anyither scriped that are not limits and weights then it will be discwalafide.


Last edited by Wqaopl on Sun Aug 23, 2009 8:40 pm; edited 1 time in total
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Clay4141

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 7:39 pm

Edited by Clay for Top Secret TAK security purposes.


Last edited by Clay4141 on Sun Aug 23, 2009 8:18 pm; edited 1 time in total
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Wqaopl

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 7:47 pm

reply to clays coments on Top Secret TAK info.


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Wqaopl

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 8:00 pm

some basik ai editing info

the ai files can be edited as TXT so all u need is notepad however if u want to test the ai u need to have the TAK swicker then place your AI in the ais filder.

when u save your ai select "save as" and in the drop down menu of "save as type" select "all files" then at the end of your ai name put a " .ai "

if u want to find what each name is of each unit (even i dont know them) some are obveus some arnt. however some one might have a list of them at the mtmc wabsite ??? or u can look ing the unit data file using the HPI Viewer.

look at the ai test map that the ais will be fighting on so u can look at mana quantatys and stuff =D


limits: this is the maxamum amount of the unit the ai will make

weights: the chance this unit will be created if the billder is avalable
u can also include seperate weights for a race fore any unspesifide units.


INPORTANT if u dont want an ai to bilde a unit u must include it then give it a 0 weight and limit.


Last edited by Wqaopl on Thu Aug 27, 2009 4:08 pm; edited 2 times in total
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ACE

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 8:00 pm

sounds like a good idea


Last edited by ACE on Sun Aug 23, 2009 8:42 pm; edited 1 time in total
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PostSubject: Re: AI compotition   Sun Aug 23, 2009 8:27 pm

I have a few things to say.

If the map will be AI vs AI, 1v1; then the people will end up watching.
To see which AI is victorious, will take days, because your map's mana to map size ratio makes the map low mana.

Can you use a small map with more mana? This way, the battle doesnt take...forever? Maybe add some features and unique things on the map, this will effect many things. Or use an already existing map.

I mean AI's don't exactly play offensively, no matter how you edit the AI file.
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Wqaopl

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PostSubject: Re: AI compotition   Sun Aug 23, 2009 8:39 pm

1) the map was created to reduse path finding problems that can hapen with lots o units. this includs a redution in featurs on the map. (tho more than most 3erd party maps)

2) the mana was spread to premote bilding at critical locations

3) to make an agresive ai reduce the amould of hight costing bilding it maks

4) i will be using scripes so onlu the two ais will be in the atuale fight (thay start with one mon each) to prevent the hosts interfearing with the batlle

5) do u want me to make a vid of each battle. thay could tack howers ; i am puting a cap on it at 24 if it gows over this the ai with the most points wins. (depending on the amount of ais i get)


Last edited by Wqaopl on Sun Aug 23, 2009 9:13 pm; edited 1 time in total
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PostSubject: Re: AI compotition   Sun Aug 23, 2009 9:04 pm

this is for aromon (it only include any units fornd in V1)
dont be fooled by horsmen as knights and baraks as keeps.


Archer = ARAARCH
Watch Tower = ARAAT
Mage Archer= ARABOW
Barbarian = ARABROAD
Mage Builder = ARABUILD
Cannoneer = ARACAN
Keep= ARACASTL
Gold Dragon= ARADRAG
Spyhawk = arafast
Avatar of Anu= ARAGOD
Barracks= ARAKEEP
Elsin= ARAKING
Horseman= ARAKNIGH
Lodestone= ARALODE
Divine Lodestone= ARAMANA
Gate= ARANGATE
Knight= ARAPAL
Acolyte= ARAPRIES
Catapult= ARAPULT
Titan= ARASMITH
Assassin= ARASPY
Stronghold= ARASSH
Swordsman= ARASWORD
Trebuchet = ARATRE
War Galley = ARAWAR
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PostSubject: Re: AI compotition   Sun Aug 23, 2009 9:21 pm

(it only include any units fornd in V1)

Skeleton Archer = TARARCH
Iron Beak= TARBEAK
Black Knight = TARBLACK
Caged Demon = TARCAGE
Cabal = TARCASTL
Blade Demon = TARDEMON
Black Dragon = TARDRAG
Abyss = TARDUNG
Fire Demon = TARFIRE
Gargoyle = TARGARG
Spawn of Belial = TARGOD
Temple = TARHELL
Sky Knight= TARKNIGH
Lich = TARLICH
Lodestone = tarlode
Fire Mage = TARMAGE
Divine Lodestone = TARMANA
Mind Mage = TARMIND
Lokken = TARNECRO
Gate = TARNGATE
Dark Priest = TARPRIES
Mage Tower = TARSH
Ghost Ship= TARSHIP
Fire Spout= TARSPOUT
Dark Mason= TARTB
Executioner= TARTROOP
Weather Witch= TARWITCH
Zombie= TARZOM
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PostSubject: Re: AI compotition   Mon Aug 24, 2009 1:05 pm

i think they have rosetta stone in english too.
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PostSubject: Re: AI compotition   Mon Aug 24, 2009 3:11 pm

(it only include any units fornd in V1)

Crossbowman = VERARCH
Sea Fort = VERASY
Guard Tower = VERAT
Dirigible= VERBALL
Berserker = VERBERS
Citadel = VERCASTL
Crusader = VERCRUS
Sea Dragon = VERDRAG
Flagship = VERFLAG
Floating Tower = VERFLTWR
Angel of Lihr = VERGOD
Harpoon Ship= VERHARP
Enclave = VERKEEP
Amazon Knight = VERKNIGH
Priestess= VERLIEGE
Priest of Lihr= VERLIHR
Lodestone= verlode
Kirenna= VERMAGE
Man of War= VERMAN
Divine Lodestone= VERMANA
Mortar= VERMORT
Musketeer= VERMUSK
Gate= VERNGATE
Parrot= verpar
Pillar of Light = verpill
Catapult= VERPULT
Skiff= VERSCOUT
Warrior = VERSWORD
Bastion = VERTOWER
Transport Ship= VERTRANS
Trebuchet Ship= VERTRE
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Wqaopl

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PostSubject: Re: AI compotition   Wed Aug 26, 2009 3:07 pm

if u dont understand any of this but would like to find out more just post a questen and i will do my best to aser it.

i hope to get the rest of the unit names up by the end of the weak (30th) so peps have a weak or more to compleatly finish them

u can enter your ais befor the deadling by emailing me (see my profile) or sending the text content to me by sending me a pm from this forum.
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PostSubject: Re: AI compotition   Wed Aug 26, 2009 9:11 pm

you could have just posted instructions on the HPI viewer.
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PostSubject: Re: AI compotition   Thu Aug 27, 2009 8:28 am

i have alredy have covered what programs u need to use to make /edit / test an ai.

Wqaopl wrote:
some basik ai editing info

the ai files can be edited as TXT so all u need is notepad however if u want to test the ai u need to have the TAK swicker then place your AI in the ais filder.



i dont see anything to do with HPI files.
?????
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PostSubject: Re: AI compotition   Thu Aug 27, 2009 12:25 pm

lets delve a little deeper into this subject.

what exactly do you plan to do with your AI?

because i think this whole competition is a little shady.
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PostSubject: Re: AI compotition   Thu Aug 27, 2009 3:45 pm

this is how.

Wqaopl wrote:

all the enterd AIs will battle it out 1v1 =D


i have tryde to include as much as posible. if there is anything i have not ALREADY exsplaind/included/coverd then plees inform me. Wink

if u dont understand any of this i chek this forum regualy fo post or pm me.

if i think of somthing exsrta i tend to put it in the post titled "some basik ai editing info".


Last edited by Wqaopl on Thu Aug 27, 2009 4:10 pm; edited 3 times in total
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PostSubject: Re: AI compotition   Thu Aug 27, 2009 4:01 pm

Basilisk = ZONBASIL
Bat = ZONBAT
Ancient Dragon = ZONDRAG
Drake = ZONDRAKE
Sacred Fire = zonfire
Wisp = ZONFLIES
Stone Giant = ZONGIANT
Death Totem = ZONGLYPH
Goblin = ZONGOB
Wrath of Tammuz = ZONGOD
Gryphon = ZONGRYP
Beast Handler = ZONHAND
Harpy = ZONHARP
Thirsha = ZONHUNT
Kraken = ZONKRAK
Lodestone= zonlode
Beast Lord = ZONLORD
Divine Lodestone= ZONMANA
Jungle Orc = ZONORC
Roc = ZONROC
Shaman = ZONSHAM
Hunter = zonter
Beast Tamer = ZONTRAIN
Troll= ZONTROLL
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PostSubject: Re: AI compotition   Thu Aug 27, 2009 7:25 pm

all i'm saying is that i could max out the attributes on all of my units and just wipe you off the face of the earth. the idea itself seems unfathomable.
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PostSubject: Re: AI compotition   Fri Aug 28, 2009 8:55 am

u cant edit any unit "attributes" in the ai folders. (i seem to remeber telling clay this)
=s

perhaps hate u could atualy look into some .ai folders and see whats there then it might make more sence
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PostSubject: Re: AI compotition   Fri Aug 28, 2009 7:28 pm

i have looked into them several times for unit stats.

such as the range of 900 on a fire demon or catapult, which could then be steroided to 2341789038901234689012 or whatever. there isn't a cap on these attributes to my knowledge.
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PostSubject: Re: AI compotition   Sat Aug 29, 2009 7:46 am

i dont meed the data files i mean the .ai files that tell what units the ai should make. the original ai (named defult) can be seen in the data files but its a diferent part compleatly from the unit setion.

is anyone elce confused by what i meen (i think hate is too lost to be righted in this mater)

=0

but if it hellps u can find the corect files (.ai) in your kingdoms diretory.

cagedog/kingdoms/ais

this only hapens IF u have the TAKSwicher.

anyway maxing out stats might not be that easy. i created a mon that had 1000% atack and it did not wave propaly =s
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PostSubject: Re: AI compotition   Sat Aug 29, 2009 3:56 pm

might as well use a script tool to add " if > " variables to make counterattacks and basically make the AI more powerful and effective then a human component.
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PostSubject: Re: AI compotition   Sat Aug 29, 2009 4:18 pm

whats wong with u hate dont u understand that the .ai file is so limited that it wount understand and even if it did i have band any scriped othere than the two conditions "whaits and limits".

i think i am repeating myselth (and i am) so perhaps hate, u could stop that avatar drinking (i think it has no liver anymore) so it dont interruped u reading my poasts....
???
Wink


Last edited by Wqaopl on Sat Aug 29, 2009 5:10 pm; edited 1 time in total
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