One final bug i want to squash and then i'll replicate changes in the mod version and do a release. For some reason the AI refuses to buy unbreakable boots when it has the cash and it is the highest priority item. Its driving me crazy. In then like 10 minutes into the game it will buy them.
Peppe
@ OMG_pacov Thanks for the testing glad to hear the AI is finally a worthwhile teammate and tougher to go up against. I think if a player drops the AI that takes over will still purchase upgrades, select decent items, and capture flags. So it won't be a useless teammate. The only difference should be the lack of a skill plan. Its skill
@miriyaka yeah. I just inserted a fixed cap based on time, but a function that counts the free slots and ups the cap by a range would be optimal. Would also need to go to each build and make sure they have enough cheap items, or set the priority of the good cheap items globally. I'll add that to the wish list as I would like to see it fill its ite
I had a couple hours tonight. No major changes I took a swag at the random stuck at start AI issue. I believe I have settled on a reliable work around. I started 5v5 games for about 20 minutes and had a stuck ai every 4-5 games, but they all recovered through the work around (details below). Version E -- Newer version in post below Maybe its time to get with Hunger on making a .25 release. I touched way too many files te
Ok really going to call it a night now :P. Interesting that humans do a battle royal in the center as well. Guess the AI does it the right way now. They finish shopping a few seconds after the opening camera spin finishes and head right for the center. They then tend to trade the 3 center flags back and forth and usually a corner tower is picked off a few minutes later. For the leveling up at a tower... i might be able to accomplish t
Don't go into too much detail looking for overall macro type things it can do early. I want to get the AI pointed in the right direction. Should it maybe not worry about flags for the first minute or two and just move with the creeps? I believe the biggest issue in the past was map control. I human could go cap a few flags and the AI may not get around to capping it back for a long time. Now the AI caps aggressively, so if the flags get out of favo
I think I have a stable release for tonight: Skirmish Mode Version - http://www.filefront.com/17538636/Skirmish_AI_v24c.zip Tournament/UI Version - Version d on page 2
I started from the_hunger .24 release. For the release above i did disable one capture action as I thought it might have been causing the stalled start for some demigods (regulas and oak sitting around for a minute or two), but don't think it was that in the end. The remaining two capture actions seem to be more than enough to keep the AI on top of the flags though. On the opening script i just meant what should the AI be looking to do. 
New release of the tournament edition of skirmish AI. I have to port back the change files to the mod version, but with some testing i think it will warrant a release of that version as well. Tournament Edition: Skirmish AI active in tournament mode. Tournament mode has now 5v5. Hard is player+ hard ai vs hard ai. Nightmare is Player + Hard AI vs Nightmare AIs. Auto fill in lobby fills
Pacov can you script the first minute or so of your game? I've got an interesting thing cooking ;) First I am scripting the start a little bit by forcing the master goal to a value. First 20 seconds - shop, most AI's finish shopping at about 18 seconds, figure 20 is safe. First 40 seconds - capture flag, this gets them moving right after shopping. After that i have on
Having some fun tonight tweaking tournament mode with my skirmish AI. It could probably use a full mod to let you set some or all the settings you can set in skirmish. At a minimum i think a drop down for number of players 2-10 and number of rounds could be added. Currently both of those are hard coded to 8, but the functions are already wired to accept other values. I haven't messed with rounds, but the function looks like it would need victory conditio
I have released a version of the .24 skirmish AI that will work in tournament mode, see this post: http://forums.demigodthegame.com/396054/get;2826092 This method can be used to mod anything in the game as it replaces the locked dgdata.zip files with a modded archive. Tournament mode only uses the locked files, so normally you are
Anyone want to test this out? I created a modded exe that loads a modded zip file. 1. Extract contents of Skirmish_v24_TE.zip file to your demigod folder, ex: D:\Stardock\Demigod 2. Go to demigod\bin folder and run Demigod_skirmish.exe to play. 3. It may best to deactivate any other installs of skirmish AI in the mod manager. Demigod_skirmish.exe is a modified Demigod.exe that loads dgSKIR.zip instead of dgdata.zip. The skirmish AI is in
I got the idea from reading sorian's old posts. In beta they did not have a md5 check on the dgdata.zip file, so to mod all you had to do was edit the files in there directly. For release they added the checksum. For multiplayer they probably had to ensure people were using the same files, but they could have added a command line argument or something to let the game load from alternate paths to allow us to mod everything.
One of the things I was frustrated with in my last go around was not being able to mod/edit anything outside of skirmish games. I have tinkered with it tonight and have found a work around to get the game to load modded files from anything in dgdata.zip. To verify I modified auto-fill in the skirmish lobby to put nightmare AI's in with no issues. I tried to get the skirmish AI to load in the tournament m
[quote]Disclaimer: The core code of this mod belongs to a guy named Peppe, who apparently no longer frequents these forums. The Demigod modding community is in his debt for improving the AI of this game.[/quote] I checked in on the forum every few months. Didn't mean to abandon the community I got burned out on the mod and then real life took priority. My father and mother in law were both diagnosed and treated for cancer this yea
Nice tinkering Ptarth. Master goals should be a valid item for it to look up as there is a chat you can enable where the AI will chat its master goal. The master goal changed far to frequently for me to leave that enabled. Generally when I test something with a chat command from the AI i will enabled only that, though i have left on some of the use chats like buying upgrades and a couple of the teleports. Bloodrav
I recall seeing a section of the code that deals with searching for potions. I didn't mod that file. It is in lua\sim\AI\Heroes\Actions\miscactions.lua Line 80 ish and on is about potions. # ============================================================ # POTION ACTIONS # ============================================================ I think i read your post in the other thread. You made a new potio
priests and angels are purchased late with cats. Without cats they end up just giving your opponent more money without really causing trouble. Cats and Giants do the real damage. If they never buy the upgrades in everygame let me know the map and game setup and i'll try to recreate the issue. I've mainly tested on the smaller 2v2 and 3v3 maps. If it was just that one game then they probably blew thier money on items and didn
Expires April 8: Available: DGFRIEND-3365235
Not working on any updates at this time. If there are any errors or major weaknesses I will fix them, but don't think there is much left I can change that will have a major impact.
No need for items. There is a give XP function. Setting all the AI's to a higher level should be pretty arbitrary. Did a quick test and adding this to the section where my AI announces its build (friendlyAsset.lua) resulted in them all being level 20 and me level 5 (set in menu) to start the match. #[MOD] Announce Build &
The demigod log file is in my documents -> my games -> gas powered games -> Demigod -> Demigodlog.txt There should be plenty of errors in there for you to address.
Now that you have the folders named correctly you still have to do what i said to change/overwrite blueprint values. You can check your log file to verify all your files are being hooked, search for 'hooked'.
To edit items in abilities you have overwrite the original with your moddified version. Example: BuffBlueprint { Name = 'HEMA01FireAbilityDisable', DisplayName = 'Fire Abilities Disabled', BuffType = 'HEMA01FIREABILITYDISABLE', Debuff = false, Stacks = 'REPLACE', Duration = -1, Ab