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Messages - Mistral

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316
Server.War2.ru / AI fix plugin
« on: January 08, 2021, 10:57:15 PM »
So last 10-12 days i worked on this plugin.
so firstly you need to know that this is meant for singleplayer only.
(mostly for new custom campanigns that people will be creating in future i hope).
(if you want you can actually use this in multiplayer when you play vs comps, but remember that all players in lobby must install this plugin or game will drop)

And there was @dannyldd who tested this shit for me. (and give me ideas for this plugin too though).
he streamed this on twitch so you can see this in actual game there: https://www.twitch.tv/dannyldd
I recommend to see some last videos where he gets raped by tonns of DKs and sappers from AI.
(all comps mages are very aggressive and less stupid with my plugin now)

bugs fixes :critter:
1) cataputs less stupid now, cause they now not afraid to shoot when there allied buildings nearby.
2) fixed raise dead bug when mana was spent but skeleton not created when someone was standing on body. Now skeleton still creates nearby if place blocked.

"small" AI improvements :pig:
1) only 1 peon repair buildings, so player cannot lure all peons from base of stupid comp in one go.
2) comps collect more lumber before they focus on gold so they always have some wood.
3) comps build more packed bases now so they need less space to full development.
4) war units of comps not go to TH left upper corner when they wait for attack, they just standing near birth place (barracks, etc). so they no more get stuck in center of base or block peons from mining.
5) comps now can powerbuild (repair unfinished buildings to build faster)
6) comps build 50% arrow towers and 50% cannon towers. (not really random, this is depends on the number of towers, so this will not get drop in multiplayer)
7) ships now not patroling from oil rig to wharf, instead they just swim in random patrol. so they now not get stuck between tankers and comps can get oil normally.
8 ) comps will try to restuck peons if they get stuck and standing still. (20-30% less of fully stuck and stopped mining peons i think. But still happens sometimes, cause comps is just too stupid, especially if there is a real labyrinth on base).

"medium" AI improvements. (moslty magic) :peon:
1) now mages tends to cast more blizzard/dd to your base to kill buildings.
2) hooman mages can now sometimes use inviz to other mage. then they sneak to your base and cast blizz to peons or th. (AI need to have both inviz and blizz spells for this to work obviously) (and this thing is rare though)
3) ogre mages using runes more often and they place them right on your units in center of your army, so beware now))
4) fixed broken raise dead spell for AI. now comps DKs can use this too.
5) all comps casters should now use spells more often.

"big" AI improvements. :wc2:
1) Aggressive mages, they now running to attack with main army and then they cast deathly spells when they get to player base. And main point of this is that comps now can transport them with transports in water maps when they running to attack your base.
(sometimes i saw in water maps that when they spend all mana they stand to shore and call for transport and if you allow them to live long enough you can see how they get to transport and go home to regen mana)
2) AI can build sappers now. And no this is not spawn with triggers or anything, this is normal build like all other units.
to enable this in your custom campanign or map you must set this to AI in file ai.bin with AI-editor in WarDraft.
Someone who already used this should know that there was variable for sappers like for other units, but was seemingly unused. So this is used now.
(And you need to set build rate for flyers too, cause its build rate for inventor buildings not just flyers, and as we know sappers builds from inventors too.)
3) So sappers now not very stupid. They run to attack with main army (just like mages now too). And when they get to enemy they demolish if there is no friendly units near and if there is friends then they sometimes can even use normal melee attacks.

not-included "big" AI improvements. :salty:
1) so apparently there was a way to make AI build skeletons and demons from mage towers/temples. And again its not spawn with triggers - its normal train from building.
this was removed from this version of plugin because its not needed for all campanigns and somewhere can even interfere.
but you just need to know that there is we have possibility itself to do this if someone need though.
and actually not just skeletons and demons but other units (heroes and etc) and not just mage towers/temples but other buildings too.


So i thinking now to maybe add some of this things to my triggers system.

last NEW update was 11.01.2021

317
No lol its still that old campng.
There was just another campanign hidden inside of this campanign.
Oh and additionaly is another mini-campanign(4 missions) hidden inside of that.

P.S. Use tigerlily and xorc/xhuman to get access to them. ))))))

318
are you now tried to send this peon to gold?)

mission 9 is ez )))000))0
mission 10 is even easier (no)  ))))0)0))) (you need to use no-hit run techincs to kill first grunts and juggernaught with just peon and troll  ))))0)))) )
mission 11 ye seems to be bug) actualy this was created a long long ago.
now after 2 years i have trigges and can create way better mission objs.
but there i was just replaced some of original game Blizzard scripts )


p.s. try to complete 9 and 10 they are super fun )))0)

319
About demons mission. Did you saw green peon trapped inside of forest behind goldmine?
About dragons mission. Did you saw transport?
About ogre-mages mission. Yea this is long mission) and you actually can win without receiving even 1 damage.

AND lol you said only this 3 not completed. Did you actually completed missions 9, 10 and 11 ?!?!! ))

320
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: January 02, 2021, 01:57:32 AM »
queuing no, there is no memory in unit to store queue.
in war2 dark saga from PS1 there was autobuild. not really queues but close. and they specially added new union of bytes in unit structure for this. but i cannot do this. they have done this cause they had source code.
pathfinding maybe if just fix a little. there is not much to improve.
if u want to making pathfinding really normal then easier wiil be to write new algoritms than try to fix bugged shit that game have now.
but i cannot create new. There is too much and too hard.

321
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 30, 2020, 03:34:53 PM »
Ok new update.

Now not needed to stand paladins near church to enable autoheal.
instead of it now there is new button in church that enables/disables autoheal.

322
Server.War2.ru / Re: Two-Headed Ogre Mode // Archon mode !!!
« on: December 28, 2020, 04:49:55 PM »
and you not need to ask when you see something triggers functions i created if they can be used in custom campanigns.
all triggers of course can be used. Actually what you see in War2Mod is just like 40% of all functions. They are what is working in online.
Because its harder to make it work in online cause of probability of desync and disconnects.
In singleplayer there is way more functional possibilities for this.

p.s. but exactly this 2 player controls 1 trigger is not meant for singleplayer at all obviously)))

323
Server.War2.ru / Re: Two-Headed Ogre Mode // Archon mode !!!
« on: December 28, 2020, 04:43:36 PM »
yes of cours this trigger works for custom multiplayer campanigns too.
i actually think this is very more useful exactly for campanigns than for the competetive games itself.

324
Server.War2.ru / Re: War2 - Multiplayer campaign released
« on: December 28, 2020, 02:16:14 PM »
its me who created this campanign triggers and lesnik created maps) iL just created this post as admin and helped with testing)

No custom briefings not possible because they all get text and etc from MPQ not from map. But if you change in MPQ then yes. But all players will be needed to download that changed MPQ.
I cannot put this in PUD map cause i cannot change info in MPQ manually from code. And there is no place for big texts in pud too. I created triggers very small to be, like 1-4 bytes each. But text is very big. And there is only 1000 bytes of free mem available in pud map.

Maybe even if texts would been possible somehow then not very big. But voices NO, cause just one .WAV file will be more that 1000 bytes already.

So for now there is only have trigger to call built in standart briefing from any origial war2 campanign mission. So if you change them in MPQ then they will be changed. But only for you, other players will be seeing standart briefing if they not donwload your changed MPQ.

325
Server.War2.ru / Re: War2 - Multiplayer campaign released
« on: December 28, 2020, 12:32:21 PM »
oh and WHERE do you tested it?
You shoud go to our war2 BACKUP server  (name in list is "if server is down")
then you should go to War2Mod channel and host this maps and play there.
WTF lol this is online campanign and not working in single. only on server.

326
Server.War2.ru / Re: War2 - Multiplayer campaign released
« on: December 28, 2020, 12:27:35 PM »
lol wtf this is just edited original maps all with original AI presets.
i think you have modified ai.bin in your War2Patch.MPQ ?
you said they don't seem to be affecting the maps? wtf they should affect.
you are not changed pud maps? like open in map editor maybe?

oh tyrelyon in xhum3 probably bug i dnt know wtf. I just tested it and killed him and got defeat so it works normally.

327
Server.War2.ru / Re: War2 - Multiplayer campaign released
« on: December 28, 2020, 11:39:42 AM »
standart ai.bin file.
if you change this file in MPQ ais will be different.
and ai-selector plugin should work there too i think. where a1.bin a2.bin and etc.
cause he dependent on mission obj descriptions and they all are from standart war2.

328
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 28, 2020, 11:36:35 AM »
For now its like A-click.
Foties aggro to all enemies on path.
Mages aggro other mages and buildings.
Peons just run. (maybe they aggro other peons though i dnt tested it).

Maybe later i will find a way to make peons mine and chop chop. ))

330
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 28, 2020, 01:07:24 AM »
So new update.

Added rally point for buildings. So you select building and just press right mouse button. And units from this building when created will be runing where you set point.

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