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AI Files » BallBarian SW7.6 Design Module FIXED
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BallBarian SW7.6 Design Module FIXED
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Author |
File Description |
MasterofTheForce |
Posted on 02/09/05 @ 12:00 AM
File Details |
Clone Campaigns required?: |
Yes |
*** RELEASE 2.0 ***
*** CURRENT VERSION 7.6-SWGB DESIGN MODULE FIXED ***
Redone by MasteroftheForce
The problem fixed was simply the load commands. They have been reworked, and now actually DO work. Enjoy the real experience of BallBarian SW7.6 Design Module! (Those who found that the files did work, it was because they had already downloaded and extracted a previous version of the BallBarian SW7 AI)
Note from Masteroftheforce
A lot of things were changed from the original SW7.5, but it will still operate the
same. This version of Ballbarian SW7 is slightly less memory-consuming than the original,
works just the same, and is easier to read due to the SWGB translation. There are very few
Age of Kings terms left in the script, mostly just in comments from the original author.
Also, the commented out commands were removed, whittling off a total of approximatley
55 KB from the original SW7.5
Major rework of the previous release (SW6).
New features:
1. Air Rush Mode: Remember the value of the anti-air troopers in tech level 2 if Ballbarian_SW7 decides to perform an air rush!
2. Black Beard Mode: Sometimes Ballbarian_SW7 will try to take early control of the water. Guard your fishing ships if you plan to build a navy.
3. Turtle Blaster Mode: So, you've survived the variety of early game attacks and decided to just build up defenses and try to outlast Ballbarian_SW7. Beware the late game Turtle Blaster!
4. Deals quite effectively with Ballbarian_SW6's forward towers. * This was tough!
5. Much more aggressive at Holocron grabbing.
6. A huge revamp of the research manager.
7. Stronger naval & counter naval game play.
8. Now detects dead workers and attempts to re-build appropriate campsites in a safer location.
9. Detects huntable animals and builds hunting mills accordingly.
10. Improved power core management.
11. Improved late game troop and counter unit training.
12. Improved population management in general.
13. Lucky 13... Many, many, many bug fixes! *Not sure how all those bugs got in there... :)
14. Still NO CHEATS! But I have included the option to enable cheats if you so desire.
NOTE:
This version is being released without the inclusion of the HD@TauntPack. This was done to make the download less painful for those who already had it. If you don't have it yet, just download Ballbarian_SW6 and install the taunt pack from it. If you skip the taunt pack alltogether, that's fine, but you will be missing a big part of what makes this ai special.
*** version 6.6 ***
Rash Taunting edition with CommandPlus (supports HD@TauntPack)
*** version 6.5 ***
-> added support for more pop-caps:
100 / *125/ 150/ 175 / 200 / 225 / 250
*designed and optimized for 125, others not as well tested!
25/50/75 excluded as I can't imagine anyone playing at these caps.
Will add these if requested.
When I originally designed Ballbarian, it was for Age of Kings(TC). For those
who do not know, SWGB uses the Ensemble Studios AOK game engine. The AOKHeaven
"AI Wars" was already over when I discovered it, but I designed Ballbarian to
compete and play by their rules. The wars were 2v2, random land map, standard
resources, standard age, random civ, no resource cheats and the loser had to
resign when reaching 0 villagers and no town center.
Ballbarian_SW is a conversion of the original with MANY added improvements.
He is currently designed for the following game settings:
GAME TYPE: Random Map (others untested)
MAP TYPE: All
LOCATION: All shipped maps & has done well on every custom I've tried so far.
DIFFICULTY: Designed for HARD, but will play any.
RESOURCES: Standard (others untested)
POPULATION: 100 to 250 (25 to 75 not supported)
REVEAL MAP: Doesn't matter, but c'mon, more fun with the fog of war! :)
INITIAL TECH: Standard (others untested)
VICTORY: Standard (others untested)
ALL TECHS: No (enabled is untested)
LOCK TEAMS: Yes (will not make alliances independently or switch teams)
TEAMS: Plays just as well with 1 or more teammates or 1v1 (I usually play 2v2 or 3v3).
Commands recognized from an ally:
31 attack Somebody If able he will attack (and reply)
38 extra resources If able will tribute whatever he can (unless building a monument)
3 request food If able will tribute.
4 request carbon If able will tribute.
5 request nova If able will tribute.
6 request ore If able will tribute.
37 build a monument Depending on map he may build one and will tell you if he can't.
42 what tech level Will reply with current tech level.
36 attack on my mark Will hold attacks until 53 is given.
53 you may begin attack Will attack immediately and then resume normal operations.
14 i grow tired of asking Will stop resource requests and "attack somebody" taunts.
Will also respond to some taunts from enemies. ;)
*** Ballbarian DOES NOT use resource cheats! ***
Ballbarian stomps the shipped ai (with cheats disabled), and more often
than not will beat the shipped ai, with cheats enabled. In testing this
version, I disabled KarlSic's cheats and Ballbarian won 9 out of 10 random
land map games with random civilizations in 2 vs 2 team games. Of course
these ai's weren't designed to be run in hard difficulty without the cheats.
Some features of Ballbarian_SW6:
1. When playing as Confederacy, will build and use the controlled animal
units: Acklay, Nexu & Reek. (No other ai that I've seen builds them.)
2. When playing on "island" type maps, will try to build a wonder when
resources reach a certain plateau and the game time shows him that
a quick win is not going to happen. If his ally notifies him that
he is going to build a monument, then he will start tributing all
the resources he can spare until it is built or the ally gives up.
3. Will build boats and boat transports, but not alot.
4. Will build air and air transports when feasible.
5. Has a more elaborate approach to nursery building. Checks the
count of banthas & nerfs (using constant numbers) that have been
captured to decide whether or not to build another nursery when
his headroom is 0. (No other ai that I've seen does this.)
6. Only builds walls on certain maps, under certain circumstances.
For the ai, walls are wasteful as it doesn't have the brains to use
them properly.
7. Is very aggressive and is out to win the game. If you are looking
for a more laid back battle, then this ai is probably not for you
except as an ally.
8. Ballbarian does not build medics! The tactical ai doesn't use them
properly and I hate seeing 3 or 4 medics trying to hug my fortress
to death.
9. Does not build anti-air units UNLESS he is running into air units.
Again, the tactical ai likes to run them straight to their deaths.
He still defends against air as well as other ai's and will mass
anti-air when necessary.
10. Performs scans of the battlefield and builds counter units along
with his standard assault forces. Originally, in the AOK version
of Ballbarian, I used only player-unit-type-count facts in the script
which only allows the ai to see what is in it's los. With SWGB,
this fact doesn't work right. It is VERY unreliable. I finally
broke down and switched to the cc version of the checks and these
are minimal and only when necessary.
11. Automated research manager. Includes ability to shut off certain
types of research when desired. Many key economic and military
research items have a 5 tiered priorities list before any luxury
research can be done. Some research items that were not listed in
the original ai have been enabled. Many unit upgrades depend on
what is fielded and seems to be surviving before being researched.
For example: if pummels are being chewed up before they get across
the map, but the counter infantry (strike mechs) are thriving,
Ballbarian will spend his resources on upgrading the strike mechs.
12. Is designed to be a team player. Two Ballbarian ai's teamed up will
try to time their attacks together on the same opponent and will
cry for resources when they're low, and tribute them to their allies
when they're able.
13. Extensive chat library. With RASH enabled there are 2 personalities
possible: Normal & Naughty.
Normal -> Standard Ballbarian ai with some (but few) taunts and replies.
Naughty-> Has plenty of numbers memorized to throw at opponents and a few
for allies as well. The chances for this guy are slim. I tried
to make him entertaining without letting him become a spammer.
The some taunts are issued randomly, but many are event and
situation driven. For example, if he sees your spaceport you
might hear "You can kiss your trade franchise goodbye!".
Also, I said naughty NOT VULGAR. There's nothing here that I
wouldn't let my 9 year old daughter see.
Note: Adding the optional taunt pack "HD@TauntPack" gives
Ballbarian another 50 taunts he can use. :)
The pack is made up of some hand picked taunts from
Age of Kings & Age of Mythology and uses slots 63-112.
Ballbarian is not perfect, and I doubt that this will be the last version. Every
time I play against him, or run a test game against other ai's I see things that
could be improved or situations that need to be caught. That said, it is still
a very capable opponent and should bring a few new ideas to the ai design table.
I am releasing this ai to the public in the hopes that we will see more original
scripts developed for SWGB. If you use any of the code or ideas from my scripts
all I ask is to be given a little credit. :)
Questions, Comments & Suggestions welcome.
author: HD (Ballbarian)
email: Ballbarian2@yahoo.com
web: http://www.freewebs.com/ballbariansw/
Acknowledgements:
-----------------
AOK ai inspirations include farmertron, coteti_bot_aw, slak_bot093tc and (M)RML125.
SWGB ai scripts used in testing as opponents include Karl & KarlSic, and Xander.
SW7 Beta Tester-> Astro_Mech (Thank you!)
Tools used-> SWGB DRS Tools by Ykkrosh (used for extracting shipped ai files).
Blitz Search & Replace (text utility written by me :)
Directory Map (file utility written by me :)
CC Constant Numbers List by Mad Mike of Purple Raccoon Productions
Good ol' Notepad and Wordpad...
Thanks to Ensemble Studios for the AOK engine and Lucas Arts for SWGB.
If I've forgotten anyone please let me know and I'll update this list in future releases. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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LEE_W |
Posted on 05/17/06 @ 08:28 PM
Awesome file... A must for people who still play the game on random map. Or those of you who think you are good players. |
SteamHeaven |
Posted on 02/11/22 @ 02:37 AM
file Ballbarian_SW7.6/initialize.per
Line 173: err 2005 invalid identifier num-Tech-4-workers
if I comment out that section I get an error about
invalid identifier num-Tech-1-workers in the economy.per file
Edit
----------------------------
NEVERMIND NEVERMIND
You get that error if the population is set too low
It was set to 75. When I set it to 100, the error did not appear![Edited on 02/11/22 @ 03:02 AM]
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HGDL v0.8.2 |
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Downloads: | 970 |
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Size: | 95.78 KB |
Added: | 02/09/05 |
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