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Attempt to fix Skirmish #224
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This shuffles build units around the base which gives AI more space for buildings and reduces risk that unit blocks refinery, by screaming_chicken (more simplified). These two lines really change a lot for better gameplay :D
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Zero initialize CurAircraft, CurInfantry, MaxAircraft, MaxInfantry and fill in values for MaxAircraft, MaxInfantry.
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Is still still relevant after we merged skirmish support? |
There are many different tweaks in this issue, so I can't speak for everything, but did find:
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Yes in any case! The skirmish support only enabled the badly ported RA skrimish, it doesn't take into account the TD characteristics. The first patch is the most important, fixes bugs:
The second patch should be guarded by a "new features" option:
The third patch makes units get moved after build:
The currently last patch zero initializes forgotten variables (which are actually evaluated) and reads in minimum values as in RA. |
It improved things for sure, but I suppose there is still much more tuning to do. In that regard, are there debug/cheat options to better observe what the Computer Opponents are doing, without the hassle of trying to keep your own forces alive? If not, I would suggest such to be added. Like for example in OpenRA debug mode: See whole map, add credits, unlimited electric power, instant build speed, etc. |
I think the first step is to bring TD skirmish to the same level as RA skrimish. Regarding debug: I just quickly uncover the enemy base from start, but someone has implemented NO_SHROUD (haven't tested). |
To put in perspective: I made I classic mod for OpenRA once, like 5 years ago, the debug options there saved me a lot of time, tuning and debugging it. That is all I am saying. I would welcome any (optional) enhancement to the computer opponents, but I understand at some point it is better suited to do that in a possible non-vanilla fork. I remember the Red Alert Skirmish AI to be typical in becoming passive halfway through the game. Failing to resume harvesting after an interruption. I would call that a bug though, and not classic desirable behavior. Whatever classic desirable behavior may be... |
Just noticed there are already debug functions in debug.cpp. I don't know how to access those, but it is easy to move this bit to the main keyboard loop in conquer.cpp, around line 500. Then the END key can toggle shroud on/off.
I am not saying it should be in the normal code repository here, but I can add that bit to my own builds for testing. Still on the wishlist is a debug cheat to have at least one player unit invisible or invincible. PS the above is in VanillaTD, have not tried it with VanillaRA yet. |
I am willing to merge this patch with some changes. Please acknowledge if you agree or not with me:
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Glad to see the intention to improve Skirmish AI.
WIN32 example build with slightly rebased code:
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Actually, hard difficulty is broken. The player do almost no damage to enemy units. Can you link the codebase with your changes? |
I am at work, and only had some backups on my USB. The zip file I linked to has the six changed .cpp files included. I will upload my whole source when I am back home... |
The file I linked to yesterday, is now updated to contain the full source code. Based on SVN edb8391 from 19-12-2022. Any file with a later modification date was modded by me, modifications tagged with comment "GB 2022" or "TobiasKarnat". Mostly for skirmish AI. Another subject to take into account here: Skirmish gameflow may differ in relation to map size. Of course the skirmish AI should function on the original C&C multiplayer maps, But skirmish can be a lot more interesting and less cramped with the Vanilla conquer MegaMap support. AFAIK the usual trick is to adjust some Sole Survivor maps for this purpose. But this complicates the license, so maybe I should make a MegaMap from scratch... |
Please consider this to fix skirmish in TD
This on top would improve skirmish by randomizing building choice, prioritizing power and sell off later [TD].
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