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XAI가 드디에 전투AI 3.2의 마지막 버젼을 내놨습니다.
그동안 오픈베타였던 3.2D에서 제보된 버그들을 고치고, 이번엔 특이하게 스켈레톤파일도 만지작 거린듯 하네요;;
사다리 버그 관련한 것도 조금 만진듯 하고, 사기치도 아주 약간~! 늘렸답니다.
ps. 아놔...장난하나... 분명 전에 파이날 버젼이라더니 이번에 또 파일 변경해서 내놓는군요...-_- 장난하나...
<변경점>
V3.2F Final (rev2)
+Added in the tag general_unit_upgrade to make sure ALL generals listen to ALL their orders.
-Changed the battle group engagement numbers. This reduces the Archers running to far forward.
-Optimized the numbers for ranges and detection.
-a few small tweaks here and there.
++ Added some units types to the interception lines.
++ Added in Condo's superb Skeletal file
- Fixed All skirmish/missile issues
- Increased the Battle group cohesion, by quite a bit.
- Fixed Men on ladders being too close together.
- increased the moral slightly
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<원문>
MODDERS READ THIS WHOLE README!! If you want to get full performance from the XBAI!! This is officially an open BETA
All of the XAI developers come from the Darthmod Team, and are now Sith Lords. This is our modding heritage, however we all have our own creative endeavors and ideas. We have different personalities and themes. Our products stand on their own and so do we. The days of the dark legion are gone, but we few remain as a team.
XAI originally started out as a campaign AI file. Due to the many flaws in the original coded files. The XAI team feels obligated, to the fans and ourselves, to get the game core files optimized to our best ability. This team has shown a very high level of dedication and talent. Currently, this team has put in well over 3,000 hours in modding code and testing. So, please appreciate that. Our goal is simple, create a good core so all others can enjoy.
What is XBAI? A complete and error free battle engine. Many files are fixed, and rebuilt, from the originals. In many files we have even added in new code. What is this new code you ask? It is new code to define many conditions so the AI can better perform, and make better decisions. In the other cases, it is to have a real working difficulty system throughout the game, something that was not implemented correctly by CA.
The XBAI (battle AI)
This is very hard to describe! You just have to play it to appreciate all the complex work we have done. This is basically a complete revamp of all the existing code values. This go around we have fixed sieges both attack and defense to be as dynamic of battles as the open field battles. Plus, we minimized units getting stuck, it still happens occasionally, but it is now a map and ladder issue. The AI is the very poor at selecting the proper targets for the proper missile weapon, therefore the XAI team added in Missile Attack Analyzer (MAA). We have allos included the melee attack analyzer to take out the toughest targets with the appropriate units. Other code we included defined conditions for difficulty levels, revamp of the morale values, additional code so the AI will flank units better, and more refinement of code to allow better AI decisions. We have redefine open battles for range of engagement. This will allow for the proper units to engage at the proper distances, while maintaining the battle group cohesion. Speaking of cohesion, unit cohesion has also been re-done. The chaos battle is gone and is now dependent upon the discipline of the actual unit (another XBAI first) type itself. Now, spears and spear walls will be tightly formed before engaging and moving. More refinement to path finding in the tradition of Darth we have made varying degrees of difficulty for various units for different terrain. Hopefully this will help the AI path finding in sieges and open battles.
I have gone through and simplified the readme, it was just too long. You're welcome!!
The XBAI (battle AI)
You remember the opening movie sequences, that you bought the game for? Well now they are a reality! The XBAI is more action packed then the Lord of the Rings Two Towers, battle of the Hornburg.
You just have to play it! to appreciate all the complex work we have done. Sieges are now just amazing, and pretty difficult. The AI will fall back to the other castle tiers, while your troops keep getting tired. The AI no longer is indecisive in it decisions, it knows what it want's, and it will take it. You have to constantly watch your rear and flanks for attacks. These are the absolutely, most engaging battles ever, seen in medieval 2.
The path finding file, such a simple little file, with so much power!! We revamped and fixed it, for a major performance boost. We also fixed the speed issue with the previous version.
These two cores are the heart and brains of the game, and they needed major surgery to get them working properly again. We really hope you enjoy the game the way it was meant to be played! Thank you, from the XAI TEAM..
Now with that said, no mod is perfect, and other issues with balancing of units still remain.
NOW GO PLAY!!! Read the rest later!! It's just the boring change log and the disclaimer. GO!!
V3.2F Final
++ Added some units types to the interception lines.
++ Added in Condo's superb Skeletal file
- Fixed All skirmish/missile issues
- Increased the Battle group cohesion, by quite a bit.
- Fixed Men on ladders being too close together.
- increased the moral slightly
V3.2d (open Beta)
-improved the performance of the pathfinding files.
-Redeux of many many tags, to be inline with our new tagging system for consistency.
-another rework of the wonderful, skirmishing system. It's better.. We will improve it more as time goes on.
+Added in new line for missile deaths for skirmishers, if they get many missile deaths they retreat. (self-preservation)
+Added in some engagement rules for melee types to have them engage better on the line.
+Added flanking rules for skirmishers (for javelins, Modders only, see instructions at the bottom)
-cleaned up the code.
-did many tweaks to unit behavior. Too numerous to mention.
V3.2b
Bug fix for gate crash during AI Siege Attack
New XBAI:V3.2
++ Completely revamped the AI sieging section. You are now going to experience real attacks.
++ MeAA Melee Attack Analyzer targets the apropriate melee unit to get the job done right.
++ MAA Missile Attack Analyzer designates proper targets for the proper types of units, and projectiles
++ Fixed most path finding issues with the AI defense siege system.
++ Siege engine now appropriately attacks at each stage of a siege
+ Many optimizations to the siege code
+ Minimized the chances of units getting stuck, and facing backs to you
+ made more tweaks to the flanking analyzer, removed many melee units to help battle group line cohesion.
+ AI makes you work for every inch the human takes in a siege
+ New difficulty system for siege attacks
+ Refined many more rules by the types of units, no longer general
+ Optimized the code
+ Refined the Battle Analyzer to make it tougher in battles and campaign, on harder levels
Version 3.01
++ Revised AI unit engagement ranges, to include all unit types.
++ Changed the unit cohesion system, to be unit type specific instead of generic.
++ Human Re-enforcements under AI control, defend settlements and attack properly.
+ AI reinforcements now properly attack the Human opponents and merge correctly when needed.
- revised siege equipment values to give the troops better path finding.
- Revamp of the existing siege-code and more balancing.
+ LoD (level of Difficulty) For AI attacking/defending decisions.
+ (GBS) Global Balancing System controls accuracy, and melee hit rates by unit type (removed un-needed unit types per section)
+ Expanded the flanking code considerably (also fixed an issue)
+ High performance tuning in the path finding file. (fixed a bug too)
+ Tuned the morale system to correctly give difficulty in battles.
+ BAI uses reinforcement properly, and puts up the best fight yet.
+ Re-vamp of the settlement walls and battlements, to increase difficulty for all.
+ Proper use of artillery during siege battles, and simultaneous attack
+ proper use and defense of multiple tiers of castle walls
+ ferocious town square offense/defense
- many, many tweaks to the code, for balancing
++ Tons of controversy
Past versions, please see the older read me.
Here at the XAI team, we believe in innovation, dedication, and making this game the best we can. We do not listen to the "nay" sayers and those who follow them. If we did, this game would never have evolved into what we have here. We are not done yet! There are other issues that we are going to resolve. They will take more time, but we wanted to get this release to you now!! This is because of the dwindling support and lack of people playing of the game. Hopefully, we can bring back new life to this potentially great game. With this major step forward, we say "Thank You" for all the support ! Being the black sheep is not an easy road, but it does lead to the most satisfaction!!
TERMS AND CONDITIONS FOR USE OF THE XAI CAI OR BAI.
Personal use only! You need specific written permission, to use this code in part or in whole, for any mod other than XAI.
There are so many things that can affect the operation of these mods to work properly. We do not guarantee amazing performance in any mod other than the ones we have tested in. These mods have full integration of the XAI: DA 0.8, and PDER 1.0a
New integration: We have the final say and right to test for compatibility, whether any mod can use the XAI (BAI or CAI) or not. We must give you permission to integrate it. However, if in testing, it is deemed to not work right, *and* we cannot fix the issue, then we will not let it be used as an official mod. This is a quality control issue. After all, you wouldn't want the nice shiny Ferrari to get down the road and just stop on you, would you.
It's up to the modder to make the changes to the XAI that they want. I can tell you how to do it and advise you. We have work to continue, and won't be done any time soon.
We also do not really grant use for sub mods, unless we know they work 100% This is based off of our experience at modding. We prefer to work with the main mod creator, to insure smooth integration of the XAI.
Save game compatible, usually..if weird stuff happens start a new game
Questions regarding official integration into a mod should be emailed/PMed to Xeryx
INSTALLATION
Instructions for the XBAI V3.2 ONLY!!
There are four files include in this package.
desc_pathfinding.txt (newest pathfinding file)
desc_pathfinding.db (matched database file for the above text file)
battle_config.xml
config_ai_battle.xml
Do not use any other path finding files with this BAI!! use these only!! They are tested and bug free.
All FIVE of these files go in the /data/, folder. (of whichever mod you choose)
SPECIAL RULES FOR JAVELINS and SHORT RANGE WEAPONS.
Changing Javelin units in the export_descr_units.txt file. If you do not get good performance from Javelins, this is what I recommend doing, IT IS NOT REQUIRED, but there for use by MODDERS! In the EDU each unit has a category, and class. We changed the Javelins units Class to "skirmish" this way it utilizes it own special category. You have cavalry and infantry javelin units. Do not try this if you do not know what you are doing, because this is an option for MODDERS to use for integration. This helps us to define unit behavior better.
첫댓글 이건 어떤 모드를 위한 AI인가요?흠 전투 AI라서 상관없나요?
전투ai는 어떤 모드든 간에 상관없습니다.
BC모드에는 안돼는듯 ㅠ.ㅠ;;
어떤 모드에든 적용이 될텐데요??
삭제된 댓글 입니다.
감사합니다^^
어떻게 어디에 까는지 설명좀 ㅠㅠ
설명 좀...ㅇㅂㅇ;;;
/data/ 폴더에 풀면 된다고 나오는데 아직 시작 전이라 되는 지 모르겠네요.
1.2 오리지날도 되는건가요?
XAI가 원래 킹덤즈용 AI이지만, 아마 적용될꺼라고 봅니다.
음 전투 난이도가 상당히 올랐군요;;
설치법은 그냥 해당모드의 data폴더에 붙여넣기하면 됩니다. 만약 오리지날이나 킹덤즈라면, --io.file_first 바로가기에 써넣는 것은 필수겠고, 나머지는 그냥 해당모드 폴더 찾아가서 data폴더에 넣으세요(반드시 덮어씌우기를 하는 메세지가 떠야 합니다.)
확팩 data에 들어가보면 파일들이 아니라 폴더들만 있는데...덮어씌우기 메세지가...어떻게 뜬다는 말씀인지 모르겠어요..ㅇㅂㅇ;;;
오리지날이나 확팩 자체에는 덮어씌우기 메세지가 안나옵니다; 덮어쓰기는 모드에서 적용시 얘기고요, 다만 오리지날이나 확장팩시 그냥 데이터폴더에 집어넣고, 바로가기에 --io.file_first 만 적어주면 됩니다.
descr_pathfinding 이파일은 업그레이드를 안하셨네요..ㅎ...38버젼..... 에효 문제많은 38버젼.....36버젼쓰시면 좀 나을겁니다...
패스파인딩 38버젼의 정확한 문제점이 무엇인가요?
38버젼문제가...수성모드에서..적이2군단이상이면..지원군단이...버벅인다는거죠... 몇개부대만 움직이거나 심하면 지원군 자체가 안움직인다는거죠.
허허;; 근데 지금 설명에 보니 패스파인딩 파일을 바꾸지 말라고 써있네요...
ds님 감사합니다...ㅇㅂㅇ/
감사합니다^^
적용하고 팅기시는분 있으면 제보좀여..
XBAI의 문제점이..2중성 공성시에 컴퓨터가 공성병기를 가지고 내성을 공략을 안한다는거...' ㅡ ';
흐음..근데 ET님의 AI도 XAI기반이라는거...(오랜만입니다~ 요즘 바빠서~)
수가 적을 때 성벽 위에서 각개격파당하는 것도 방지한다고 생각하셈 'ㅅ'
제말은 아에 내성을 공격안온다는거...공성망치가 베이스로 가서 기차놀이 하는건..어떻게 설명을..;;
삭제된 댓글 입니다.
중앙집결하는 문젠 2중성에서 농성하는 경우를 위해서 일부러 설정한 것이 아닐까? 한다능;;
필드전 AI나 수성전에서의 AI 모습만큼은 그래도 이게 최고라고 생각함.
이거 세이브호환도 되나요?
호환됩니다
bc모드에는 팅기는듯
글쎄요;; 저도 지금 bc에 적용하여 플레이중이지만 안팅기고 잇습니다만;;