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Everything posted by sandworm
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Yes I did notice that they wont build windtraps, there is still some more coding that has to be changed around to alter their AI. Other wise they attack well and defend their base. Im gonna give your map a shot Amiga, ill let you know when I do
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Well Here it is, this is the map O6v2 amiga and svx requested -2 mcv's are given to you at startup -Mercenary base starts with only a construction yard and refinery. They build there base from scratch and will defend and attack O6v2.zip
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Sounds excellent, the one thing I would love to do, is develop our own mission briefings where you see new units available, and the objectives in text. As for triggers, im going to be doing alot of testing. I know how to add new triggers and conditions, I mainly focused on adding more reinforcements in the mission. I have only one more week of this semester and then finals, and after that, there will be plenty of time to test and reveal the secrets of Dune 2000 :D
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So your saying an additional mission after 9? Sounds great!
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Of crouse! Thats why I started this thread ;D
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Well I only said Choam because thats what everyone was calling it.. However, it has the same structures as the Atreides, so its sort of like a Fremen Type 2 to me ???. To me Its player 8-OR Other or Sandworm. But there is a player 8 obviously and can be a fully functional player/AI. I Will fulfill your requests when I have the time, unfortunatly I ran out for the day, But will continue in the near future to edit the map.
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lol yea that sounds about right
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Yes I actually did review your excel, I forgot I had it ;D. Im just having trouble with some variables and understanding the codes a little bit, but I was fooling around with the conditions, and was able to uncover some things. With the AI, Im not 100% on it. I found some things that altered their gameplay. In the beginning of each AI section you will notice the side (i.e 02:ordos), AI activation (00-non active 01-active) the after FF, youll notice 01 after 2 bytes. When I was fooling around with these I notice that when switching the first two 00's before it enables Skirmish AI. There is alot more that I fooled around with, Id rather type up a text doc. and send it too you, if you'd like. And thanks again for the excel doc, Im gonna try and work with it. I just wanna know, how do you make a trigger repeat? (i.e mercenaries receiving reinforcements via starport in o7,8 and 9)? EDIT NEVERMIND: Ive located it. At the end of the condition i placed 00 03 00 03 this repeats the trigger. Thanks to your excel doc!! Thats one thing out of the way :)
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Well Emperor really does not have an ally, he is always against the house that makes it so far even when you play Harkonnen. I allied harkonnen with smugglers because you see them the most with harkonnen. But the alliances i created are just my custom creations not definite. Yes I know the choam player does not play as well, they are more of an outpost. I did not want to make them TOO powerful, for there would be no challenge. and yes I can make the mission with no base just an mcv
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Here is another creation of mine. Ive spent a good deal of time on it. Its a remake of A9V1. In this mission you are granted with the assistance of the Fremen. The Fremen have 2 bases surrounding yours. One is Grey, the other I chose player 8's house (known as choam, in this case the brown color) I think that color better suits the fremen. Initially I had both as grey but I wanted to distinguish between the 2 players. Anyway, I recommend playing these on hard. This map is just a demonstration on how AI works with very little tweaking. Eventually I will make 3 campaigns fully functional, each house having an ally (Atreides:Fremen, Harkonnen:Smugglers, Ordos:Mercenaries) Have fun. A9V1.zip
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What I really need help with is the conditions sector. If any one has a good deal of knowledge on how they work I could use a tutorial What I do know: I know for an event to take place, the corresponding conditions must be met. I know that within the event triggers, the variables after the action (i.e Reinforcements 03 00 07 02) relates to the conditions What I need to know how to do. What conditions mean what in the condition section. (I.e in o9v2 when Mercs receive reinforcements via starport, how would that be typed out in the hex editor) How long (bytes) each condition sector is. How to relate the event to the trigger. If anyone can give me a thorough tutorial I would be forever grateful. With a clear knowledge on how the conditions work, I can completely create a mission from scratch, for I have knowledge on all other sections in the .mis file. Thanks again
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Well In terms of patrolling i just mean that the AI would just move around the base defending, but they wouldnt randomly move to another location. They do attack in teams instead of random units
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Absolutely, Ive had a lot of time to devote to researching, but it will come to a halt for just a little bit, I have finals soon. But im close to cracking down on some values that play a big importance on how the AI behaves in offense and defense. There isnt (at least I think so) a limit to units or buildings that can be built. In terms of AI: The AI will create a certain number of units to defend and patrol the base. There is a total number of units that needs to be reached before they send an attack. What I think I have found are two values that tell the AI how many units it leaves for defense and how many it uses to attack. Normally you will see 19 19 as default for each AI. A total of 38 Units will be created and once that is reached, 19 will be used to attack and 19 will defend. Im NOT 100% sure on this, but with what I have been working on im leaning towards this theory.
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Yes, I know you can be any house you want in any mission, Fremen, emperor, smugglers etc. But unfortunately westood did not create sound files for these added houses, only for the primary. All you can do for no is switch your house to one of the three that are implemented with sound
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In order to place buildings on a map, you must copy and paste buildings from other made maps to your map. Shai Halud does not have the ability to freely place unfortunatly. Im still researching the AI. So far I have figured out skirmish and campaign AI, their attack and defense power, and so far thats it. Theres alot more to test, but ill update regularly
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Yup definitly understand how there can be multiple houses on the map. A simple value switch changes it all. What I have tried was try and make my self mercenaries or emperor, but unfortunatly you get a crash when you click a unit since their is no sound file. But I think Im almost done cracking down on the AI. I have been switching values that alter their attack and defense power. If you tried out my mission i posted up before, youll see the smugglers i placed attack very heavily. There is a value at the end of each AI section. NORMALLY youll see 19 19. I make It 19 32. it MAY mean unit count for attack, or power, but im completely uncertain, but im also sure that there is alot more coding on AI behavior in the AI section that changes this. And thanks for the increase conditions. I was wondering did you have to add any more conditions in the condition section, or did you just add more reinforcements in the triggers?
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Hey loval, I was wondering what did you enter in to increase it by 4 more events at the bytes of 31 25??
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I used Shai Halud to edit the maps (bases, spice etc) The reason that the mercenaries do not build units is because they exceed their unit count since they receive reinforcements from the starport. After having a certain amount of units on the battlefield they wont build anymore units. You will still notice that both houses have plenty of units to attack with, even though they dont build any. If you were to take away their starport, they would rely on building units themselves
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The latest version can actually be found on this website. Just go to downloads in the dune 2000 section
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Yes it can, just select an engineer and hold control and capture their starport OR Switch the value in the mission file and set it so that you can receive the reinforcements instead of them: Just open the .mis file, go to offset FAC07, and switch the value 05 to 02, making it ordos.
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Yes I know they were not attacking, because I did not have them functioning properly, I was merely testing their building capabilities. Here is an example of how Ive been working with the AI, Its another release of my O9V2 map. I know the terrain placement is not professional, I need more time with it. But I wanted to show an example on tweaking the AI. I placed a smuggler outpost between the ordos and mercenary bases here. They will get reinforcements via starport. I set their AI to heavily attack, like other houses on this level. I THINK I may have found the function that sets their attack level and defense level. Ill update regularly. Set this level to hard, and youll have a blast. A final note, this level is a true battle field, youll see all types of colors flying across the map :) O9V2.zip
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Here, this is the map i used, and the edited mission file of o6v2 You will see the mercenaries to your right, build additional buildings. They will build a high tech, outpost,barracks, turret, silo, repair pad, ix center, and even a PALACE. So What i think i did was i enabled them to build additional buildings O6V2.zip
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Yes it can be changed, as what I did changed the mercenaries building setup. What I did was copy their ai data at the end of the section for player 7 in mission 9 of the ordos, and then enter it in mission 5. What they did do that was unusual was build a repair pad and a high tech factory even though they do not create them in mission 9. So I may have entered in some values that cause them to create these buildings. If we find out what these values mean, we can order the ai to build what we want them to
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Well you can download WinHex. Thats the program I use
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Actually you can set it to either Skirmish AI or regular campaign style AI. I was fooling around a bit more and noticed that if you change the values after FF it can set them with skirmish style AI It will look like this: With mission file O6v1, offset B2A0B and 0C, change the two 00 00 values to 01 01. With this set, they built mcvs and engineers. Also when they lost their harvesters and probably did not have enough money, they sold ALL their structures and attacked. This is exhibited in Skirmish as well. But with those values set to 00 00 they did not behave like that. I also did some minor changes at the bottom of the section of the AI coding, and it altered the way the AI mercenaries behaved alot. I took the values from offsets CFA0 to CFE0 from O9V2 and entered them in the same way in O6v1. With just a construction yard and a couple of windtraps i placed in the map, the AI mercenaries placed down concrete and built a couple of structures. It built heave and light factories, barracks, a high tech factory and repair pad. Its quite odd because the mercenaries do not own either a high tech factory or repair pad in mission 9 of the ordos. Somewhere in these values enables the AI to THINK its suppose to own these structures, and when they are either destroyed or not built, it will rebuild them