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AI - 11/15/2013 6:20:55 AM   
Bartec

 

Posts: 36
Joined: 7/10/2011
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hi,
where to write ai skripts for reinforcements? if they enter game, they have default ai settings.
where is the skript wiki for coh?

regards
Post #: 1
RE: AI - 11/18/2013 12:44:54 PM   
ericbabe


Posts: 11927
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We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.

_____________________________



(in reply to Bartec)
Post #: 2
RE: AI - 12/27/2013 3:40:50 PM   
MacMarkus

 

Posts: 11
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Hi ericbabe,

I (still) would be interested in a documentation for the ai scripting...

No chance to see same pages somewhen? (doesn't have to be a real wiki)

Markus

(in reply to ericbabe)
Post #: 3
RE: AI - 12/27/2013 3:59:29 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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+1

I would be very interested in tinkering with the AI.

(in reply to MacMarkus)
Post #: 4
RE: AI - 12/29/2013 6:44:49 AM   
Ratzki

 

Posts: 581
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From: Chilliwack, British Columbia
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+2

(in reply to KEYSTONE07950)
Post #: 5
RE: AI - 12/30/2013 5:44:19 AM   
Gizuria


Posts: 199
Joined: 4/6/2012
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quote:

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights


You're in a bit of a Catch 22 situation here. Perhaps folks are not tinkering with the AI because of the lack of info available. I know I'd have knocked out a a couple of missions by now had this info had been available ;)

(in reply to Ratzki)
Post #: 6
RE: AI - 12/30/2013 2:56:34 PM   
smittyohio90

 

Posts: 45
Joined: 10/23/2006
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The documentation on the editor in general is way insufficient. Not a great way to encourage lots of user created scenarios. And the lack of any responses from matrix and western civ is leaving a bad taste in my mouth.

< Message edited by smittyohio2 -- 12/30/2013 3:57:32 PM >

(in reply to Gizuria)
Post #: 7
RE: AI - 1/23/2014 2:38:59 AM   
KEYSTONE07950

 

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Will there be a script wiki for COH?

I can't promise I will make scenarios for public consumption, but I sure would like to tinker with the AI.

(in reply to smittyohio90)
Post #: 8
RE: AI - 1/23/2014 3:47:08 AM   
aaatoysandmore

 

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Joined: 9/11/2013
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Put in a script system like Spartan has and I'll tinker with the aii. I made one of the best ai's in a game even better with that ai build script. The way they had good units producing so low in the list was making the ai produce too many non-elite infantry units. Plus research was set too low. I pushed these up to the top and I had an ai that I nearly couldn't deal with. It pushed me out of crete and even out of athens onto some lil island just SE of it. This playing on hardest or impossible levels. But yeah if you can make a script system like Spartan I can work with that it's nothing more than moving things up and down the list and chancing some numbers around when to react to things.

(in reply to KEYSTONE07950)
Post #: 9
RE: AI - 1/28/2014 1:58:41 AM   
KEYSTONE07950

 

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quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?

< Message edited by KEYSTONE07950 -- 1/28/2014 4:16:21 PM >

(in reply to ericbabe)
Post #: 10
RE: AI - 2/6/2014 5:58:23 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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quote:

ORIGINAL: KEYSTONE07950

quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?


Anybody home??????????????

(in reply to KEYSTONE07950)
Post #: 11
RE: AI - 2/16/2014 5:02:28 PM   
KEYSTONE07950

 

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Joined: 12/17/2006
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quote:

ORIGINAL: KEYSTONE07950


quote:

ORIGINAL: KEYSTONE07950

quote:

ORIGINAL: ericbabe

We didn't write a script wiki for COH since it seemed there were never enough people who seemed interested in tinkering with the AI when creating new firefights. AI scripts can be bound to reinforcements in the reinforcement editor using a pull-down menu there so that reinforcements don't have to use the default script.


Can you provide an answer? - will there be additional documentation provided for scripting?


Anybody home??????????????


I'm very sorry to hear that the developer is ill. Hope he recovers quickly. When he does, will there be any additional documentation for editing?

(in reply to KEYSTONE07950)
Post #: 12
RE: AI - 3/7/2014 10:08:49 PM   
ericbabe


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Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.

_____________________________



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Post #: 13
RE: AI - 3/7/2014 11:54:28 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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Thank you for the response. I am still very interested in experimenting with AI scripting.

Hope you are feeling better.

(in reply to ericbabe)
Post #: 14
RE: AI - 3/30/2014 11:27:06 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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quote:

ORIGINAL: ericbabe

Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.


Ericbabe:

Any time frame when we may see the documentation?

Thanks.

(in reply to ericbabe)
Post #: 15
RE: AI - 4/21/2014 4:40:54 PM   
KEYSTONE07950

 

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Joined: 12/17/2006
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quote:

ORIGINAL: KEYSTONE07950


quote:

ORIGINAL: ericbabe

Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.


Ericbabe:

Any time frame when we may see the documentation?

Thanks.


Any information????????????????????

(in reply to KEYSTONE07950)
Post #: 16
RE: AI - 4/28/2014 3:33:41 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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quote:

ORIGINAL: KEYSTONE07950


quote:

ORIGINAL: KEYSTONE07950


quote:

ORIGINAL: ericbabe

Sorry I didn't respond earlier. Thank you for the kind wishes. I'll try to put together some documentation for the AI scripting soon if you guys are still keen on playing around with it.


Ericbabe:

Any time frame when we may see the documentation?

Thanks.


Any information????????????????????



I've got a really bad feeling regarding the future of this engine.

(in reply to KEYSTONE07950)
Post #: 17
RE: AI - 4/28/2014 8:02:14 PM   
Ratzki

 

Posts: 581
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
Join the group. Feel the same.

(in reply to KEYSTONE07950)
Post #: 18
RE: AI - 4/28/2014 9:41:16 PM   
z1812


Posts: 1796
Joined: 9/1/2004
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quote:

ORIGINAL: KEYSTONE07950

I've got a really bad feeling regarding the future of this engine.



You would hope they have would have enough consideration to answer questions in a timely fashion. After all we did buy the game.

(in reply to KEYSTONE07950)
Post #: 19
RE: AI - 5/1/2014 8:42:49 AM   
aaatoysandmore

 

Posts: 2848
Joined: 9/11/2013
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I never could get into this game. It reminds me too much of HPS or Tiller's EAGLE STRIKE game.

(in reply to z1812)
Post #: 20
RE: AI - 5/1/2014 9:16:15 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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quote:

ORIGINAL: aaatoysandmore

I never could get into this game. It reminds me too much of HPS or Tiller's EAGLE STRIKE game.


I don't see the similarities. However, I feel Squad Battles is a fine series of tactical games. Being compared to Eagle Strike is to me a compliment. Of course, everyone is entitled to their opinion.

< Message edited by KEYSTONE07950 -- 5/2/2014 2:30:37 AM >

(in reply to aaatoysandmore)
Post #: 21
RE: AI - 5/9/2014 5:18:30 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
Status: offline

quote:

ORIGINAL: z1812


quote:

ORIGINAL: KEYSTONE07950

I've got a really bad feeling regarding the future of this engine.



You would hope they have would have enough consideration to answer questions in a timely fashion. After all we did buy the game.


I was hoping I was wrong, but....... it appears CoH is no longer being supported.

(in reply to z1812)
Post #: 22
RE: AI - 5/10/2014 10:33:21 AM   
michaelincol

 

Posts: 77
Joined: 6/17/2009
Status: offline
Prayed about my response and decided to delete as first written.Not in love. Get well Eric, be blessed, we miss you and your amazing games and board presence. I have been dealing with serious medical things of late and have great empathy for how that overshadows about everything.

< Message edited by gamerincol -- 5/10/2014 11:48:25 AM >

(in reply to KEYSTONE07950)
Post #: 23
RE: AI - 5/10/2014 5:03:39 PM   
z1812


Posts: 1796
Joined: 9/1/2004
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quote:

ORIGINAL: gamerincol I have been dealing with serious medical things of late and have great empathy for how that overshadows about everything.


Agreed.

But surely Eric is not the only one who could comment. Hopefully Eric Rutins or another Matrix employee would show some interest and be watching over forums where customers are still interested in one of their games.

(in reply to michaelincol)
Post #: 24
RE: AI - 5/10/2014 5:31:36 PM   
michaelincol

 

Posts: 77
Joined: 6/17/2009
Status: offline
You are right there z1812. Eager purchasers try to help fellows but without keys to the code so to speak their help is limited. I think of the AGEOD games as an example of long sustaining support, board presence by mix of devs and big hearted fellow gamers with knowledge AND accessibility to core bits and bytes of games.

Z1812 I didn't mean to imply you and others didn't have sound valid complaint. In fact most of what I deleted out amened that. Sorry if it came out otherwise.

(in reply to z1812)
Post #: 25
RE: AI - 5/11/2014 2:18:38 AM   
z1812


Posts: 1796
Joined: 9/1/2004
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quote:

ORIGINAL: gamerincol

Z1812 I didn't mean to imply you and others didn't have sound valid complaint. In fact most of what I deleted out amened that. Sorry if it came out otherwise.


That didn't even enter my thoughts. Your comments seemed very reasonable.

(in reply to michaelincol)
Post #: 26
RE: AI - 7/16/2014 2:58:34 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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I hope the developer is feeling better.

Will we EVER be given AI scripting documentation?

(in reply to z1812)
Post #: 27
RE: AI - 7/30/2014 6:07:38 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
Status: offline
I guess the answer is NO!

This complete lack of response is bush league stuff.

(in reply to KEYSTONE07950)
Post #: 28
RE: AI - 7/31/2014 9:21:41 PM   
z1812


Posts: 1796
Joined: 9/1/2004
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quote:

ORIGINAL: KEYSTONE07950

I guess the answer is NO!

This complete lack of response is bush league stuff.


It is the same over at the Heroes of Stalingrad forum........dead.

I would add that in addition to being bush league it is insulting to those who purchased the game.

(in reply to KEYSTONE07950)
Post #: 29
RE: AI - 8/1/2014 12:56:15 PM   
KEYSTONE07950

 

Posts: 177
Joined: 12/17/2006
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quote:

ORIGINAL: z1812


quote:

ORIGINAL: KEYSTONE07950

I guess the answer is NO!

This complete lack of response is bush league stuff.


It is the same over at the Heroes of Stalingrad forum........dead.

I would add that in addition to being bush league it is insulting to those who purchased the game.



It is insulting. I for one will be very careful not to purchase any more of the developer's products.

(in reply to z1812)
Post #: 30
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