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Empire Deluxe Combined Edition

The latest in the classic Empire Series of games, which has spanned almost five decades. · By Killer Bee Software

3 old friends getting together to work on Ai

A topic by ww2_weasel created Aug 19, 2020 Views: 412 Replies: 8
Viewing posts 1 to 9
(3 edits)

Any folks out there with C## skills that might want to contribute to a new AI?

It really will take a community effort to make this happen.

All of the development will be off thread. No need for unnecessary distractions.


The three countries represented thus far are:

Belgium

Italy

USA

The three of us have been acquainted since 2006-2007

A new addition has joined so 4 of us now.

He helped on EDEE in the past and has done some work for EDCE. He's not a programmer but has a different skill set that will help out in the long run.

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(1 edit)

The following is from a discussion Thoba and I have been having. This in regards to maximizing the AI scripts in game already.

All the comments are in regards to WW2 Intermediate mod.


WW2_DB

Battleship = BB

Transport = TR

Armor Transport = T6

Liberty Ship = T8

Oceanliner =T9


Below says if loaded transport is 1 hex away melee

[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(EQ)(1)][ME]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(EQ)(1)][ME]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(T)(TYPE)(EQ)(T8)(DIS)(EQ)(1)][ME]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(EQ)(1)][ME]


The below line basically says if it's loaded and over 1 space away and under max range of 8 then fire.

[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(GT)(1)(TYPE)(EQ)(T6)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(GT)(1)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(T)(TYPE)(EQ)(T8)(DIS)(GT)(1)(TYPE)(EQ)(T8)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(GT)(1)(TYPE)(EQ)(T9)(DIS)(LT)(9)][FE]


Below says if unloaded transport is more than 1 hex or equal to 4 hexes or less away then fire.

[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GT)(1)(TYPE)(EQ)(T6)(DIS)(LE)(4)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(F)(TYPE)(EQ)(TR)(DIS)(GT)(1)(TYPE)(EQ)(TR)(DIS)(LE)(4)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(F)(TYPE)(EQ)(T8)(DIS)(GT)(1)(TYPE)(EQ)(T8)(DIS)(LE)(4)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(F)(TYPE)(EQ)(T9)(DIS)(GT)(1)(TYPE)(EQ)(T9)(DIS)(LE)(4)][FE]


I would set the order of the three above examples above so the loaded transports would be acted on first before unloaded transports.

Medium Bomber = F8

Ground Attack = F4

Battlecruiser = S8

Cruiser = CR

Light Cruiser - S5

Carrier = AC

AA Destroyer = X1

AA Frigate = X2

Light Cruiser AA = X3


Below example Medium Bomber only attacks if target is at crippled 1\2 threshold.

[SAI_ROE][F8][(A)(TYPE)(EQ)(BB)(DMG)(LT)(13)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(S8)(DMG)(LT)(11)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(CR)(DMG)(LT)(9)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(S5)(DMG)(LT)(8)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(AC)(DMG)(LT)(9)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(X1)(DMG)(LT)(3)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(X2)(DMG)(LT)(4)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F8][(A)(TYPE)(EQ)(X3)(DMG)(LT)(7)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]


Below example Ground Attack only attacks if target is at crippled 1\2 threshold for smaller AA vessels and more than half damage Capitol Ships.

[SAI_ROE][F4][(A)(TYPE)(EQ)(BB)(DMG)(LT)(9)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(S8)(DMG)(LT)(9)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(CR)(DMG)(LT)(9)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(S5)(DMG)(LT)(7)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(AC)(DMG)(LT)(9)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(X1)(DMG)(LT)(3)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(X2)(DMG)(LT)(4)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][F4][(A)(TYPE)(EQ)(X3)(DMG)(LT)(6)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]


How the EDCE engine reads the AI script:Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out. So ya the fifo computer expression is the golden rule. First in first out

As we say in Italy "Never contradict a mad man"

The idea is, BB should (must) as first line check for transports.

Considering Enhanced EDCE game.


The AI should disturb human player prioritizing the attack, when the condition is met.

Condition 1 = human player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 2 = computer player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 3 = human player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 4 = computer player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

and so on... From near to far.


[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]


With these new concepts means that we may be able to tell the AI what to attack first and concentrate the attack on a specific unit as a human would due. Yes there will be some homework to do, and still some knowledge to gather.

My comment:

Having a very strong AI , may be seen as step that players love and miss from the old times🙂AI_standard & AI_Advanced

Or having three AI approach steps:

AI_Easy

AI_Medium

AI_Hard

Here is a thinking of a cascade case:

"The ROE are setup that you can either OR or AND in a line. So “( A )” with three conditions is logically  “X and Y and Z”

which means everything must be true to happen".

CR has 8 hit points - ME = 2 - FE = 1 (delicate).


Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...

Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.

Turn - AI :  2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]


The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.

"There always will be the chance of a miss" - NP. (good for both MAN & AI)

Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME

"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.

So ya the fifo computer expression is the golden rule. - First in first out"


TR = when loaded - when human player will be always the first unit in the cascade.

TR = when loaded - when comp player will be the second unit in the cascade.

This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.

Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.


CR has 8 hit points - ME = 2 - FE = 1 (delicate).

Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...

Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.

Turn - AI :  2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

Turn - AI :  2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line

[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]

The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.

"There always will be the chance of a miss" - NP. (good for both MAN & AI)


Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME

"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.

So ya the fifo computer expression is the golden rule. - First in first out"

TR = when loaded - when human player will be always the first unit in the cascade.

TR = when loaded - when comp player will be the second unit in the cascade.


This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.

Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.

And after 30 years of gaming, I'm starting to understand this logic ??

And I didn't yet use the "Or" condition.

Questions: How to politely ask the AI to join a battle?

Important - If you can think of some ideas, please let us know.


[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(TYPE)(EQ)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]

(TYPE)(EQ)(TR)(PLY)(MAN)

Considering Enhanced EDCE game.


The AI should disturb human player prioritizing the attack, when the condition is met.

Condition 1 = human player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 2 = computer player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 3 = human player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

Condition 4 = computer player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]

and so on... From near to far.


[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]

If you can think of some ideas let me know.

I watched the AI for 700+ turns.

I saw something I never realized was happening in game.

I watched 2 Heavy Artillery walk down the road for 30+ turns.

Normally Heavy Arty needs a transport, but I must've checked can use roads in udb. I just thought they were an AI static unit. Now I know the AI will move them down a road if available.

It was a very pleasant surprise.


Imagine if it would be possible to unlock the full potential of the AI script.

Imagine if the AI could be able to understand what enemy attack: strongest? weakest? transports? concentrate its attack on one unit? or simply avoid that specific fight, buying time.

Wouldn't that be mined blowing.

(1 edit)

I think I noticed more damage on ships than i usually had seen and behavior that seemed a little different since last iteration of scripts.

But perhaps my mind is playing tricks on me.

I will have to play a game where I can observe what the AI is doing game turn to game turn.

I was watching the AI play against each other and couldn't really get a feel for what was going on.

I have not added Man or COMP yet. Perhaps in a different script.

Also RANGE - how is this different from DIS? Is it just referring to firing range in which case it is very similar to what I'm trying to do using DIS?

I included some Conditions below, does anything look out of place?

I have watched the AI play - so no hang or crash.

.

1/2 my AI script has new conditions. The rest of the script will be completed by the weekend.


Just a small snippet of Conditions I'm working on - T6 is an Armored Transport

[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(6)(TYPE)(EQ)(BB)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(2)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DMG)(LT)(2)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LT)(3)][FE]


Example of a Destroyer unit implemented in AI script:

#////////////////////////////////////////////////

# DE = Destroyer

#////////////////////////////////////////////////

[SAI_ROE][DE][(O)(TYPE)(EQ)(CI)][NA]

[SAI_ROE][DE][(A)(LVL)(EQ)(GR)(RNG)(LE)(FRNG)(PLY)(EQ)(NEUT)][NA]

[SAI_ROE][DE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)(LVL)(NE)(OB)(LVL)(NE)(RE)][NA]

[SAI_ROE][DE][(A)(DMG)(LE)(4)][NA]

[SAI_ROE][DE][(A)(DIS)(GT)(4)][NA]

[SAI_ROE][DE][(O)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)][EV]

[SAI_ROE][DE][(O)(TYPE)(EQ)(AT)(TYPE)(EQ)(F0)(TYPE)(EQ)(F1)(TYPE)(EQ)(FI)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(CG)(DMG)(LT)(6)(TYPE)(EQ)(CG)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DMG)(LT)(2)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DMG)(LT)(3)(TYPE)(EQ)(TR)(DIS)(GE)(1)(TYPE)(EQ)(TR)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(T)(TYPE)(EQ)(T7)(DMG)(LT)(3)(TYPE)(EQ)(T7)(DIS)(GE)(1)(TYPE)(EQ)(T7)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DMG)(LT)(3)(TYPE)(EQ)(T9)(DIS)(GE)(1)(TYPE)(EQ)(T9)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(AC)(UNIT)(EQ)(T)(TYPE)(EQ)(AC)(DMG)(LT)(3)(TYPE)(EQ)(AC)(DIS)(GE)(1)(TYPE)(EQ)(AC)(DIS)(LE)(3)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(GE)(2)(TYPE)(EQ)(T6)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(GE)(2)(TYPE)(EQ)(TR)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(T)(TYPE)(EQ)(T7)(DIS)(GE)(2)(TYPE)(EQ)(T7)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(GE)(2)(TYPE)(EQ)(T9)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(AC)(UNIT)(EQ)(T)(TYPE)(EQ)(AC)(DIS)(GE)(1)(TYPE)(EQ)(AC)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S1)(UNIT)(EQ)(T)(TYPE)(EQ)(S1)(DIS)(GE)(2)(TYPE)(EQ)(S1)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S2)(UNIT)(EQ)(T)(TYPE)(EQ)(S2)(DIS)(GE)(1)(TYPE)(EQ)(S2)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(DE)(UNIT)(EQ)(T)(TYPE)(EQ)(DE)(DIS)(GE)(1)(TYPE)(EQ)(DE)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(UNIT)(EQ)(T)(TYPE)(EQ)(S5)(DIS)(GE)(1)(TYPE)(EQ)(S5)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X1)(UNIT)(EQ)(T)(TYPE)(EQ)(X1)(DIS)(GE)(1)(TYPE)(EQ)(X1)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X2)(UNIT)(EQ)(T)(TYPE)(EQ)(X2)(DIS)(GE)(2)(TYPE)(EQ)(X2)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X3)(UNIT)(EQ)(T)(TYPE)(EQ)(X3)(DIS)(GE)(1)(TYPE)(EQ)(X3)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(PB)(UNIT)(EQ)(T)(TYPE)(EQ)(PB)(DIS)(GE)(2)(TYPE)(EQ)(PB)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(SU)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LT)(3)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(F)(TYPE)(EQ)(TR)(DIS)(GE)(1)(TYPE)(EQ)(TR)(DIS)(LT)(3)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(F)(TYPE)(EQ)(T7)(DIS)(GE)(1)(TYPE)(EQ)(T7)(DIS)(LT)(3)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(F)(TYPE)(EQ)(T9)(DIS)(GE)(1)(TYPE)(EQ)(T9)(DIS)(LT)(3)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S1)(UNIT)(EQ)(F)(TYPE)(EQ)(S1)(DIS)(GE)(1)(TYPE)(EQ)(S1)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S2)(UNIT)(EQ)(F)(TYPE)(EQ)(S2)(DIS)(GE)(1)(TYPE)(EQ)(S2)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X1)(UNIT)(EQ)(F)(TYPE)(EQ)(X1)(DIS)(GE)(1)(TYPE)(EQ)(X1)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X2)(UNIT)(EQ)(F)(TYPE)(EQ)(X2)(DIS)(GE)(1)(TYPE)(EQ)(X2)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(X3)(UNIT)(EQ)(F)(TYPE)(EQ)(X3)(DIS)(GE)(1)(TYPE)(EQ)(X3)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(6)(TYPE)(EQ)(BB)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S8)(DMG)(LT)(6)(TYPE)(EQ)(S8)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(DMG)(LT)(6)(TYPE)(EQ)(S5)(DIS)(LT)(5)][FE]

[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(2)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S8)(DMG)(LT)(2)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(CR)(DMG)(LT)(2)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]

[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(DMG)(LT)(2)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]

[SAI_ROE][DE][(O)(TYPE)(EQ)(SD)(TYPE)(EQ)(SS)][ME]

[SAI_ROE][DE][(O)(TYPE)(EQ)(BB)(TYPE)(EQ)(S8)(TYPE)(EQ)(CR)(TYPE)(EQ)(S5)(TYPE)(EQ)(CG)(TYPE)(EQ)(AC)][EV]

[SAI_ROE][DE][(O)(TYPE)(EQ)(LA)(TYPE)(EQ)(HA)(TYPE)(EQ)(ZD)(TYPE)(EQ)(A1)(TYPE)(EQ)(A6)(TYPE)(EQ)(AR)(TYPE)(EQ)(A4)(TYPE)(EQ)(AA)(TYPE)(EQ)(A2)(TYPE)(EQ)(I8)(TYPE)(EQ)(V7)(TYPE)(EQ)(M2)][FE]

[SAI_ROE][DE][(O)(TYPE)(EQ)(IR)(TYPE)(EQ)(BA)(TYPE)(EQ)(IG)(TYPE)(EQ)(I7)(TYPE)(EQ)(N8)(TYPE)(EQ)(I2)(TYPE)(EQ)(EN)(TYPE)(EQ)(SB)(TYPE)(EQ)(IN)(TYPE)(EQ)(M8)(TYPE)(EQ)(M7)(TYPE)(EQ)(IS)(TYPE)(EQ)(GE)(TYPE)(EQ)(P2)(TYPE)(EQ)(P4)(TYPE)(EQ)(P6)][FE]

[SAI_ROE][DE][(O)(TYPE)(EQ)(V4)(TYPE)(EQ)(TK)(TYPE)(EQ)(V1)(TYPE)(EQ)(V2)(TYPE)(EQ)(PT)(TYPE)(EQ)(AB)(TYPE)(EQ)(OF)(TYPE)(EQ)(ZC)(TYPE)(EQ)(ZG)][FE]

[SAI_ROE_PRI][DE][T6][50]

[SAI_ROE_PRI][DE][TR][50]

[SAI_ROE_PRI][DE][T7][50]

[SAI_ROE_PRI][DE][T9][50]

[SAI_ROE_PRI][DE][AC][50]

[SAI_ROE_PRI][DE][F0][12]

[SAI_ROE_PRI][DE][AT][12]

[SAI_ROE_PRI][DE][F1][4]

[SAI_ROE_PRI][DE][FI][4]

[SAI_ROE_PRI][DE][PB][50]

[SAI_ROE_PRI][DE][X2][50]

[SAI_ROE_PRI][DE][S2][50]

[SAI_ROE_PRI][DE][X1][50]

[SAI_ROE_PRI][DE][DE][50]

[SAI_ROE_PRI][DE][SS][50]

[SAI_ROE_PRI][DE][SU][50]

[SAI_ROE_PRI][DE][SD][50]

[SAI_ROE_PRI][DE][X3][50]

[SAI_ROE_PRI][DE][AC][50]

[SAI_ROE_PRI][DE][N8][25]

[SAI_ROE_PRI][DE][GE][25]

[SAI_ROE_PRI][DE][HA][25]

[SAI_ROE_PRI][DE][LA][25]

[SAI_ROE_PRI][DE][I8][25]

[SAI_ROE_PRI][DE][ZD][25]

[SAI_ROE_PRI][DE][A1][25]

[SAI_ROE_PRI][DE][IR][25]

[SAI_ROE_PRI][DE][AB][25]

[SAI_ROE_PRI][DE][PT][25]

[SAI_ROE_PRI][DE][TK][25]

[SAI_ROE_PRI][DE][V1][25]

[SAI_ROE_PRI][DE][V2][25]

[SAI_ROE_PRI][DE][V4][25]

[SAI_ROE_PRI][DE][V7][25]

[SAI_ROE_PRI][DE][AA][25]

[SAI_ROE_PRI][DE][A2][25]

[SAI_ROE_PRI][DE][AR][25]

[SAI_ROE_PRI][DE][A4][25]

[SAI_ROE_PRI][DE][A6][25]

[SAI_ROE_PRI][DE][M2][25]

[SAI_ROE_DEF][DE][ME]

#////////////////////////////////////////////////


All my scripts were used in game - no hangs or crashes.

In a week or so, I will be looking for playtesters, Solo or Fileshare or email or network players. Mind you I'm not asking to playtest with me, but by yourself and/or with your group of friends. I will be making available the updated database all the new updates to the AI Scripts.

I'm looking for folks who have already put in at least 100 hours in the WW2 Intermediate mod.

I'd like feedback from you if there is any noticeable difference in the game you have been playing. I'm referring to what the action from the AI is like.

Keep in mind this atm only refers to AI scripts. I have not yet finished exploring what we can do with existing AI.

I will have a better understanding of how best to modify the AI.DLL later.

If you are interested in being able to provide feedback then shoot me a response at  ww2_weasel@yahoo.com.

I will then shoot to you all the latest and greatest when I've finalized my testing of the mod.

~Weasel 

After collaborating with Thoba, here is an example of updates to the AI script.

It takes a great deal of concentration as a "double" copied and pasted line may result. If so, at some point the game will hang but not crash.

Example:

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]



OLD:

#////////////////////////////////////////////////

# General

#////////////////////////////////////////////////

[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]

[SAI_ROE][GE][(A)(HOST)(EQ)(T)][NA]

[SAI_ROE_DEF][GE][EV]

#////////////////////////////////////////////////


This project still is work in progress.

The below info/lines is/are subject to change:


NEW:

#////////////////////////////////////////////////

#    GE = General

#////////////////////////////////////////////////

[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]

[SAI_ROE][GE][(A)(DIS)(GT)(1)][NA]

[SAI_ROE][GE][(O)(TYPE)(EQ)(AT)](TYPE)(EQ)(F0)(TYPE)(EQ)(SU)(TYPE)(EQ)(SS)(TYPE)(EQ)(SD)(TYPE)(EQ)(X1)(TYPE)(EQ)(X2)(TYPE)(EQ)(X3)[NA]

[SAI_ROE][GE][(O)(TYPE)(EQ)(T6)](TYPE)(EQ)(TR)(TYPE)(EQ)(T8)(TYPE)(EQ)(T9)[NA]

[SAI_ROE][GE][(O)(TYPE)(EQ)(FI)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)(TYPE)(EQ)(F1)][EV]

[SAI_ROE][GE][(O)(TYPE)(EQ)(CG)(TYPE)(EQ)(BB)(TYPE)(EQ)(S8)(TYPE)(EQ)(CR)(TYPE)(EQ)(S5)(TYPE)(EQ)(DE)(TYPE)(EQ)(S2)(TYPE)(EQ)(PB)(TYPE)(EQ)(AC)][EV]

[SAI_ROE][GE][(O)(TYPE)(EQ)(A2)(TYPE)(EQ)(AR)(TYPE)(EQ)(A4)(TYPE)(EQ)(A6)(TYPE)(EQ)(M2)(TYPE)(EQ)(CG)][NA]

[SAI_ROE][GE][(O)(TYPE)(EQ)(A1)(TYPE)(EQ)(LA)(TYPE)(EQ)(V7)(TYPE)(EQ)(AA)(TYPE)(EQ)(V4)(TYPE)(EQ)(TK)(TYPE)(EQ)(V1)(TYPE)(EQ)(V2)][ME]

[SAI_ROE][GE][(O)(TYPE)(EQ)(I8)(TYPE)(EQ)(I7)(TYPE)(EQ)(BA)(TYPE)(EQ)(IG)(TYPE)(EQ)(IR)(TYPE)(EQ)(IS)(TYPE)(EQ)(EN)(TYPE)(EQ)(SB)(TYPE)(EQ)(N8)(TYPE)(EQ)(I2)(TYPE)(EQ)(IN)][FE]

[SAI_ROE][GE][(O)(TYPE)(EQ)(GE)(TYPE)(EQ)(HA)(TYPE)(EQ)(ZD)(TYPE)(EQ)(M7)(TYPE)(EQ)(M8)(TYPE)(EQ)(P2)(TYPE)(EQ)(P4)(TYPE)(EQ)(P6)(TYPE)(EQ)(ZC)(TYPE)(EQ)(ZG)][FE]

[SAI_ROE][GE][(O)(TYPE)(EQ)(AB)(TYPE)(EQ)(OF)(TYPE)(EQ)(PT)(TYPE)(EQ)(FT)(TYPE)(EQ)(CI)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(MAN)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(COMP)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(MAN)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(COMP)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(MAN)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(COMP)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I7)(PLY)(EQ)(MAN)(TYPE)(EQ)(I7)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I7)(PLY)(EQ)(COMP)(TYPE)(EQ)(I7)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(BA)(PLY)(EQ)(MAN)(TYPE)(EQ)(BA)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(BA)(PLY)(EQ)(COMP)(TYPE)(EQ)(BA)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IG)(PLY)(EQ)(MAN)(TYPE)(EQ)(IG)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IG)(PLY)(EQ)(COMP)(TYPE)(EQ)(IG)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IS)(PLY)(EQ)(MAN)(TYPE)(EQ)(IS)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IS)(PLY)(EQ)(COMP)(TYPE)(EQ)(IS)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IR)(PLY)(EQ)(MAN)(TYPE)(EQ)(IR)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IR)(PLY)(EQ)(COMP)(TYPE)(EQ)(IR)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(EN)(PLY)(EQ)(MAN)(TYPE)(EQ)(EN)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(EN)(PLY)(EQ)(COMP)(TYPE)(EQ)(EN)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(SB)(PLY)(EQ)(MAN)(TYPE)(EQ)(SB)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(SB)(PLY)(EQ)(COMP)(TYPE)(EQ)(SB)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(N8)(PLY)(EQ)(MAN)(TYPE)(EQ)(N8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(N8)(PLY)(EQ)(COMP)(TYPE)(EQ)(N8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I2)(PLY)(EQ)(MAN)(TYPE)(EQ)(I2)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(I2)(PLY)(EQ)(COMP)(TYPE)(EQ)(I2)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(MAN)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(COMP)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZD)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZD)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZD)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZD)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(M7)(PLY)(EQ)(MAN)(TYPE)(EQ)(M7)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(M7)(PLY)(EQ)(COMP)(TYPE)(EQ)(M7)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(M8)(PLY)(EQ)(MAN)(TYPE)(EQ)(M8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(M8)(PLY)(EQ)(COMP)(TYPE)(EQ)(M8)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P2)(PLY)(EQ)(MAN)(TYPE)(EQ)(P2)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P2)(PLY)(EQ)(COMP)(TYPE)(EQ)(P2)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P4)(PLY)(EQ)(MAN)(TYPE)(EQ)(P4)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P4)(PLY)(EQ)(COMP)(TYPE)(EQ)(P4)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P6)(PLY)(EQ)(MAN)(TYPE)(EQ)(P6)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(P6)(PLY)(EQ)(COMP)(TYPE)(EQ)(P6)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZC)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZC)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZC)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZC)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZG)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZG)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(ZG)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZG)(DIS)(EQ)(1)][FE]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(MAN)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(COMP)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V4)(PLY)(EQ)(MAN)(TYPE)(EQ)(V4)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V4)(PLY)(EQ)(COMP)(TYPE)(EQ)(V4)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V1)(UNIT)(EQ)(T)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V1)(UNIT)(EQ)(T)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V1)(UNIT)(EQ)(F)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V1)(UNIT)(EQ)(F)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(MAN)(TYPE)(EQ)(V2)(UNIT)(EQ)(T)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(COMP)(TYPE)(EQ)(V2)(UNIT)(EQ)(T)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(MAN)(TYPE)(EQ)(V2)(UNIT)(EQ)(F)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(COMP)(TYPE)(EQ)(V2)(UNIT)(EQ)(F)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(T)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(COMP)(TYPE)(EQ)(AB)(UNIT)(EQ)(T)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(COMP)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(MAN)(TYPE)(EQ)(OF)(UNIT)(EQ)(T)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(COMP)(TYPE)(EQ)(OF)(UNIT)(EQ)(T)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(MAN)(TYPE)(EQ)(OF)(UNIT)(EQ)(F)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(COMP)(TYPE)(EQ)(OF)(UNIT)(EQ)(F)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(MAN)(TYPE)(EQ)(PT)(UNIT)(EQ)(T)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(COMP)(TYPE)(EQ)(PT)(UNIT)(EQ)(T)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(MAN)(TYPE)(EQ)(PT)(UNIT)(EQ)(F)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(COMP)(TYPE)(EQ)(PT)(UNIT)(EQ)(F)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(MAN)(TYPE)(EQ)(FT)(UNIT)(EQ)(T)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(COMP)(TYPE)(EQ)(FT)(UNIT)(EQ)(T)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(MAN)(TYPE)(EQ)(FT)(UNIT)(EQ)(F)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(COMP)(TYPE)(EQ)(FT)(UNIT)(EQ)(F)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(MAN)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(COMP)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(MAN)(TYPE)(EQ)(CI)(UNIT)(EQ)(F)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]

[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(COMP)(TYPE)(EQ)(CI)(UNIT)(EQ)(F)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]

[SAI_ROE_DEF][GE][EV]

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I put up a how to create an AI script on the forum - for those focusing on what they can do right now to get more game from AI.

On a side note, I have figured out ways to make the AI better. Still yet to post further info - but it'll go into how to create thread.

Now for some serious thought, running off the existing standard AI script/enhanced AI   - I think I'm onto how to make those AI scripts perform better - but this will take place when I get into the AI DLL.

I'm glad I took the time to push the upper limits of the AI script - because I see now what you can do today to perform enhancements and now I see what to do tomorrow to incrementally step up Rules of Engagement. A few simple additions may help setup a programmable algorithm on the modder side of creating a AI scripts goes.

I want to run this course before attempting a more grandiose step.  I should learn more about what I can do and even still give me a better insight. 

I gotta shoot mok a message in a few days, as to what I'm seeing that can be done to possibly get a more robust AI experience.