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Messages - Void

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151
The ESAI plugin for this map is now at its third complete rewrite, but I think it is almost finished. I'm using an entirely different approach to the assault now. It works well, but the Command Bunker seems to need human help to be captured in a timely fashion.

I'm getting consistent results with the following attack plan:

1. Capture Toujane
2. Capture Matmata
3. Attack the Gap, The Bunker, and Mareth
4. Once the Gap and Mareth also controlled, push in toward Gabes.

I've run the Mareth v3.0 plugin in 5 trials, and have gotten consistent results. It works, but the plan falls to pieces if Toujane is recaptured by the Germans, which it will be if Command Bunker is not capped.

Here are the Brits in control of Toujane and Matmata:



Here are the Brits in control of the Gap as Well



And finally, the Brits have Mareth and are ready for the push into Gabes:



I just wanted to get you guy's feeback on this approach before I finalized it. My next post should be the goods: ESAI FH2 Edition with Mareth Line map file and plugin included.

152
Well Djinn, I guess I like them apples just fine.

But... you are helping your bots, and so have different results than I do. I've been spawning at the airfield and just camping the entire round while the bots do their thing.

Today I am trying a new basic approach to this map's strategies, and will see how things work if Matmata is heavily prioritized over Lower Gabes.

153
Ok, I'll leave the hedgehogs alone, lol.

For humans, I'm quite sure it is easier to take Matmata. It is just a hardship for the bots.

I have to send troops attacking in both directions (North and West) right after capturing Mareth and Toujane, else these flags are promptly retaken by the Germans. I've tried a mixed offensive/defensive strategy and it does not work well at all.

 This is the basic structure of how things are setup now:

-  Two pronged assault on Mareth and Toujane
-  Once Mareth and Toujane are taken, another two pronged assault on Matmata and Lower Gabes
-  If Lower Gabes taken, attack Upper Gabes
-  If Matmata taken, attack Command Bunker
-  Once upper Gabes is secure, attack the Gap and Matmata / Command Bunker

I didn't set out to have the map play in a linear fashion. Note that the entire time Gabes is under attack, Matmata is also. Gabes tends to fall sometimes; Matmata tends not to.

I'll keep on it though.

154
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I think the Brits should defend Mareth once they take it, and go for Matmata, the Command Bunker, and the flag in D1 before trying to take the town.

I thought so as well at first,and indeed tried it that way to begin with. It doesn't work out in practice. If you go that route, the allies are too impossibly slow to mount any kind of organized assault without being driven out of Mareth eventually.

The only success I've had has been to work my way North, and then "Cleanup" the remaining hard points after the airfield has been taken.

Though the main push after Mareth is toward Lower Gabes, I do send some bots attacking Matmata at this time, mostly to keep the Germans from coming down and retaking Toujane.

The Command Bunker isn't targeted until after Matmata falls, which it rarely does.

The above is just summary;the tactics employed by the British are more detailed. As I write this the Brits have 19 different strategies available, and I'm not even finished with the SAI code. Close, but not finished yet.

155
Done more coding on Mareth Line. Good news and promising results.

In testing so far, Britain has broken the barrier and made it past Mareth 2 times in 2 trials. The allies can't really advance much farther because I haven't yet written the strategy for them to do so, but check this out:



And in a separate test, Britain captured and held Matmata again. Sorry, no screen of that miracle.

I have hope for Mareth Line now after all, and intend to finish a version 1.0 for its ESAI plugin before moving on to another map.

156
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Anyone here know how to put maps and spawn points on flags?

I know how.

Changing up control points, moving/adding/deleting spawns, changing Strategic Areas / SA Neighboring - all these things I can do. I just thought you knew also, and that you were going to work up a map version like the idea you posted.

I may make your changes to Luttich myself if no one else steps forward. Would rather first do some SAI coding on a map that doesn't need a makeover.

I have BF2 Editor open right now in fact. I have added some infantry and vehicle waypoints to Mareth Line, and am in the process of removing the tank blockades from the start of the road in to Toujane. The other static obstacles in Toujane I will leave alone - I just want to see what happens with those bot trapping hedgehogs out of the way.

"ESAI: Forgotten Hope Edition" exists now. I will post a d/l link as soon as I have a satisfactory FH2 map ESAI enabled and running the way I want.

157
With Mareth Line, I was able to get the correct orders to bots and have them attack where I wanted, but they just never seemed to be able to cap the flags in the end.

Here is a screen of a typical British offensive under the changes I've made so far:



I'm still working on Mareth Line, but will start playing with Vilars Bocage. Djinn, if you make those changes to Luttich I will code the AI for it also.

158
Well, I've diven into Mareth Line and have done some coding. The situation at this point seems almost hopeless for the allies. I've been writing a custom ESAI plugin for the map, and using new strategies for the brits and standard ESAI strats for the germans.

I quite like the code I've written, except that it doesn't work yet. ESAI helps the Germans too for one thing. Typically both Toujane and Mareth are taken, then eventually the allies are driven out for the duration of the round.

The British infantry spawn is problematic because it interrupts the flow of tanks to the front. Can I make it for humans only, or is that cheating?

The bridges are a bot trap. Once the brits are on the other side, I need to keep them spawning on that side unless they are going to bring in armor.

Toujane is a bot trap for any vehicle. Ideally I would have infantry cap it and send all tanks to Mareth, but that is not possible within BF2.

I'd love to write bad AI for the Germans, but that would be cheating also.

You guys gave me a beast! I can, err, work on two maps at once, if someone wants to nominate a fun one.

159
Update:

I've moved some vehicle spawns around slightly, and finished editing the bot spawn points. Now that the motor pool isn't quite as stuck, I've started cooking up the SAI code.

I already did a test run with "standard" ESAI enabled, and the allies managed to advance as far as Matmata and Lower Gabes. Matmata was captured and held; Lower Gabes never was captured despite being covered by 4 British tanks at one point.

The AI for this map will be implemented in "ESAI FH2 Edition", which I am currently creating. I'm going to go ahead and write an expanded code base that I can reuse, so it may take a little while to get a testing package ready for Mareth Line. I'm working on things with enthusiasm though.

@Djinn:

I will try my best to implement the strategic considerations you posted, within the limits of BF2 and SAI scripting. BF2 bots are wired to attack more than defend, and trying to partition resources with the precision you request simply may not work out. I may, in the name of British progress, code some unconventional attack strategies. I will try first with an initial two pronged assault on Mareth and Toujan, but have other ideas in mind if that strategy fails.

@everyone:

Don't expect miracles. This map was not made with SP in mind, and most flags are natural bot-traps: they can get in, but don't navigate so well getting out to the next CP.

160
Wow, this map is a beast! This is a challenge,alright. I have to correct some severe SP issues before even worrying about the SAI code.

I've managed to get this map in the editor (more on that in a bit) and change the layout of some of the spawn points

I've fixed the Allied Airfield so that bots only spawn there if there is an airplane for them to fly. There is a human spawn down there as well. This alleviates the first issue of having a third of the allied invasion force wandering around the bottom of the map doing nothing useful.

The tanks at the British Motor Pool area are still a nightmare - the bots are just camping them after spawn for the most part. I propose to start with trying to add vehicle waypoints to get them moving, and if that doesn't work, spawn the British tanks closer to the main road in.

As soon as I can get those allied tanks moving, I'll be ready to start adapting ESAI and creating FH2 specific AI modules. Yeah, I'm planning a version of ESAI specifically for FH2. The FH2 version will live in \mods\fh2 instead of \mods\bf2.

Now to my Bf2 Editor problem: every time in the editor when the map is loaded up, it crashes whenever I click Render-->Ai-->Toggle Draw AI. I need to be able to see the navmesh if I am going to try adding waypoints for the Brit tanks.

I'm not using the included \Editor folder from the level. I made my own, and am using just the sp3-64 GPO and AI folder. For purposes of editing, I have everything moved to layer 1 (default).

Can someone link me to a tut on setting up the Editor for use with FH2? I've set it up the way I've done with every other mod I've tinkered with, but still get that crash on AI draw.

161
I'll see what I can do with Mareth Line, if someone cares to point out the improvements that it needs as well as the game play goals in terms of strategy.

I have not played much FH2, and am unfamiliar with the maps. I have tinkered around modding inside of older versions.

I'm currently doing a fresh install of 2.3. I've downloaded all the patches in the stickies here, but am confused. Is there a true FH2 SP minimod I need to download also?

I just want to be running the same mod version as you guys. Someone please clarify about that, and give me the rundown on Mareth Line.

162
Hi all, just found this forum. I'm the same Void from BFSP that wrote ESAI.

I'd like to point out that ESAI was created to replace the Vanilla BF2 Default strategies. It tries to be an improvement in general for the majority of SP maps out there. Map based custom strategies are always more effective.

In ESAI, overall patterns of bot spawning can be further tweaked by adding certain Object Type Flags to Strategic Areas in the file strategicareas.ai .

I'd also like to address something I read above, about ordering bots to cap certain flags under certain conditions. It was claimed this cannot be done. Not true! At a minimum of complexity, control points can be grouped into 10 "classes": Center,North,South,East,West,Flank,Route,Bridge,Remote,and Base. Different attack strategies can target one or more of any of these types.

If someone wants to give me a challenge, suggest a FH2 SP map that needs custom Strategic AI, and I will see what I can come up with.

The next step with ESAI is to find a mod interested in using it,people to test it, and so have a reason to keep developing it.

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