Stw402 wrote:AI Experiment Conclusion
Having reset all the totals on the order timer to zero and removed several limits from the AI I went on to load in the game and the AI played just like it did, my conclusion is that the AI file does very little to improve or help the computer in decision making, so therefore it a pointless waste of time to make any adjustments to this file. I'm pretty sure back in the past the AI file did adjust how the AI would act, but currently it seems to make no difference what you change in the totals to in this file. The marginal improvements your currently seeing with the AI are from database, making player act the way they should. So unless cyanide make the adjustments themselves, we currently stuck with a sub-par AI.Could you tell me how to add exp to players? So that I can lvl them up once entering the game?
As is right now, I can add exp but can't figure out how to make skill ups rdy when I enter the game. It just says 51 exp and lvl 4, but no skill up rdy.
Have you tried playing one game, the SPP will be ready spend after you have played one game, that's the fast and easy way of doing that, the other way is slightly more in depth, I will make a tutorial on how to add teams to your database, I will post you a link later.
Hello I've been busy with work, a few other mods and helping out with a game. I forgot to mention those order timers in the AI file only affect the real time play mode apparently. I had reduced the times drastically trying to make a difference then I read it was only for real time. I'm trying to dig out an old forum post where someone explained it before but I can't find it. It seems like there is less and less information about modding blood bowl these days...
I ported my special big guys teams to the first version of new wave for CE a few weeks back. I added new player types to differentiate these players skills from the existing big guys but the campaign won't even start - whereas LE would let me play a season. After doing all that for the campaign to not even load got me ****** off with the game again. I've just come round
I need to check it all again and make sure I didn't miss something. I'll keep tinkering with the AI as well and see if I can understand it better to make something good.
Edit: I'm pretty sure modding the AI file does change the AI behaviour. If Cyanide had (the time to) hard-coded it all I'm sure they would have just deleted this file. Also if they had the time to hard-code one xml file then why not the other files that still affect the game and have noticeable results like changing the starting cash for a campaign among the many other things you can change. I don't see why they would spend the time programming an elaborate xml system for the AI which is relatively easy to work with, just to put it all in the exe. Why would they single out this one file - that has no bearing on online play and won't help online cheaters - and hide all its functionality. Unless they see offline modders as cheaters and they have decided to be proper killjoys. I don't think they are that bad.
Edit Again!!: Good news I got the new teams (with new player types) working! I ported them to the new wave teams db and I can get into the campaign and see the teams!
They are as follows:
The Wasters - Minotaurs
The Brute Force - Ogres
Knots Forest - Treemen (literally a forest)
The Dwarf Slayers - Trolls
Clan Moulder Warped - Rat Ogres
Texas Chainsaw Massacre - Looneys
The Abominable Snowmen - Yhetis
The Mummies Boys - Mummy's
The Hollow Ones - Tomb Guardians
Jurassic Park Rangers - Kroxigors
The Great Unclean Ones - Beasts of Nurgle
Frankensteins Monsters - Flesh Golems
The Ninja's - Assassins
The Dark Brotherhood FC - Assassins
I missed the boat on getting them sent to Stw402 in time for the teams database. They are a bit specialist anyway and could upset people when their team gets ripped apart by one of them. So they should be a separate addon. I still have to add special teams to New Wave for the new races which will be bloodthirsters, bull centaurs and warpstone trolls. I would love to actually have the warpstone trolls in with the rat ogres for clan moulder, but I think thats still impossible although I thought the new player types where impossible. Dwarfs also need a steamroller team to up the ante a bit. Like the looneys they won't have the secret weapon skill so that they dont get sent off - their weapons are still there though.
The teams are made from the one player type, so they are based on the old school big guy teams that Jervis Johnson made rules for. The big guys don't have players with decent agility. Even having one beastman on the minotaurs team made scoring easy. Although the problem is that the AI will buy players as normal until I can get new races working.
Oh and before anyone asks how can steamrollers hold the ball? some of the these teams dont know what the ball or score is and dont care. someone told them there was a fight happening and directed them to the bloodbowl stadium. The score generator doesn't care about this however and will happily generate good scores for them, so they wont get knocked out straight away