Search found 1078 matches

by mattsc
January 20th, 2019, 4:07 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.11
Replies: 175
Views: 22892

Re: Help with testing Fred - Freelands MP Custom AI v0.14.11

Hi denispir, No problem posting here, as far as I am concerned. This thread or opening your own thread would also be possible, but this is very similar to some of the ideas implemented in Fred, so this is perfectly appropriate. As for your comment concerning a dedicated AI forum, you could write the...
by mattsc
January 20th, 2019, 3:25 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 167

Re: Make AI not prioritize certain unit for attacks

so what if he would try to [store_unit] and change the cost to 1 gold or 0 gold and then [unstore_unit]..? i mean i guess its irrelevant now since he found a fix :) just curious.. well.. well done :) Nyanyanyan said in the original post that he tried to set the gold to 1 and that it did not make a ...
by mattsc
January 18th, 2019, 5:11 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 167

Re: Make AI not prioritize certain unit for attacks

I did some trial and error and found out that the reason for this behaviour was the way I tried making the unit unable to advance. What I did was put the required xp to 0 and the amla to nothing, which did eliminate any xp from the unit, but apparently confuses the ai to no end. Hmm, that's interes...
by mattsc
January 17th, 2019, 10:20 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 167

Re: Make AI not prioritize certain unit for attacks

I worked out most of the kinks, but one problem I still have is that the AI seems to 100% prioritize the unit with this ability. This leads to the AI basically being locked into attacking the ever-respawning unit until it is out of sight. Stat-wise, the unit I gave this ability to is a normal ghost...
by mattsc
January 15th, 2019, 4:13 am
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 300

Re: Have an side AI confront a given enemy side

Thanks, denispir. :) Based on what you write, you might enjoy checking out the AI we call Fred . It's an attempt to put together an AI with "real" operations and tactics layers that is entirely independent of the default AI. It is incomplete and has a whole bunch of problems and currently only works...
by mattsc
January 13th, 2019, 3:02 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 300

Re: Have an side AI confront a given enemy side

Salut denispir, First of all, good to hear that a combination of the Goto and Wolves MAI will (for the most part) do what you want. If that's not good enough though, the MAIs are all written in Lua, so if a small tweak is needed that is not possible with the standard MAIs, the code can easily be imp...
by mattsc
January 10th, 2019, 7:04 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 300

Re: Have an side AI confront a given enemy side

Yeah, what you write is a good summary of the the options you have with the Wesnoth AI. From what you write it also looks like you understand the limitations of the different approaches, so I'll just make a few additional comments. Another solution, albeit still indirect and contrived, is to use the...
by mattsc
January 4th, 2019, 4:50 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

My advice would also be to use a separate side. AI candidate actions are not executed at all for a human controlled side, so the only way to make something like that work would be in some sort of semi-hacky way. You could set up an event that changes the controller to AI at the end of the previous s...
by mattsc
December 23rd, 2018, 9:32 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

This is now fixed in both 1.14 and master by adding a new option "Keep saved AI" for computer players when reloading a game from the MP Create Game screen. If nothing is selected, this is the default option, which means the game continues with the AI from the save.
by mattsc
December 19th, 2018, 2:54 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

Minor progress update: I can reproduce the issue by simply starting an MP game (local or on the server), using any of the default AIs for a side, saving it, and then re-loading from the MP Create Game screen (again, both local and server). After loading, there is an extra stage for the AI sides. Thi...
by mattsc
December 9th, 2018, 3:38 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

I had a first look into this. I can replicate the problem even in a local game using your vvvv save. It's very "interesting". Looking into the AI configuration using the in-game inspector, it turns out that there are two AI stages (a stage is, more or less, an entire self-contained AI). The first on...
by mattsc
November 23rd, 2018, 4:15 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

Hey - just writing quickly to say that I saw the post and am not ignoring it, but RL is such that I don't have time for my FL at all at the moment. Might be a couple weeks before I get back to Wesnoth.
by mattsc
November 19th, 2018, 10:23 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

Yes, that's what I am saying. The MAIs are set up in a prestart event, and changed in moveto events. Both the original setup and the changes persist through save/load cycles. For the record, I know that I had tested this when I originally set up the MAIs, I just wanted to make sure that nothing got ...
by mattsc
November 19th, 2018, 7:45 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 9035

Re: [micro_ai] slow

Yeah, as Celtic_Minstrel says, neither of those should have an effect on a Micro AI. I did just do a quick test with the Goto MAI test scenario and it is definitely persistent there through reloading.
by mattsc
October 24th, 2018, 2:31 pm
Forum: Website
Topic: Wiki issue with AI_Recruitment
Replies: 5
Views: 2082

Re: Wiki issue with AI_Recruitment

I would still recommend updating the wiki to explain that: 1) The type attribute searches for matches to both both name and usage attributes Isn't that what the page says already: type="": (string) This key takes a comma separated list containing unit types, usages or levels. Common values for usag...