Staredit Network > Forums > Modding Projects > Topic: The UED AI Project
The UED AI Project
Jun 28 2017, 1:26 pm
By: Nekron  

Jun 28 2017, 1:26 pm Nekron Post #1



Description

This mod is intended to make all three episodes of the Brood War campaign more replayable and enjoyable even for more experienced players, and give them opportunities to make their play better either by pushing them to improve their macro, or forcing them to use casters. Most missions are intended to be doable on the first try for C-level players, and require saving and retrying from worse players - though obviously 1v1 skill might translate poorly over to the campaign, so these guidelines aren't the most accurate. This release is not definite yet, so the balance might (and probably in many places is) be off.

On the technical side, this is a fairly simple mod that only changes AI Scripts located in AIScript.bin, BWScript.bin and obviously stat_txt.tbl for script localisation. Since some of the later versions it also includes map changes.


Features
Every mission which involves AI scripts has been changed, and the changes which occured most often include:
- Increasing the amount of units used for defense
- Making attacks bigger - actually able to break some defences - and more frequent
- Changing compositions of defense garrisons
- Making the AI rebuild more of it's buildings: and thus making the AI harder to permamently break
- Making the AI check for transports and whether it's supply capped, making dual-race AI's rebuild overlords or supply depots.
- Map changes prevent abuse, split players to make missions more balanced, add in script-synchronization features.

This is generally the baseline. Many missions include other changes, such as:
- Drastically faster upgrade and tech research
- Additional buildings and units
- Completely changed or improved unit compositions
- Improved unit usage
- Specialized AIs which either focus on defense of themselves and their allies, try to constantly harass the player or produce huge reserves of casters.
- Multiple script variations which change unit usage, attack compositions, bases and AI specialization
- Usage of expansion blocks by the AI
- Usage of previously unusable SCAI3 commands

Download and patch notes
Download from Github - https://github.com/BoneHorror/UEDAIProject
Download from Mega - https://mega.nz/#F!dxwhCYjT!8zOq0oQSfCEZuKrVC5MCXw
Patch notes are being stored on GitHub repo from patch 0.94 onwards - the one in which I finished Zerg scripts and their variants completely.

Feedback
Balance feedback, bug reports (AI stops doing anything, doesn't upgrade when it would be supposed to, doesn't attack, mass-produces idling hydras) and suggestions for script changes and variations are welcome, either write messages here or just PM me. For bug reports videos or basic write-up of what AI used to attack in a given game are more than welcome.

Some screenshots
(I also eventually plan to include a video or two here, since that's probably a better way to showcase AI scripts working)


Attacks which previously were game-ending are now stopped within seconds if the player doesn't try to position properly


Late game attacks from the AI can obliterate your base in the blink of an eye


The constant influx of casters is a source of infinite frustr- fun, I mean

Post has been edited 5 time(s), last time on Yesterday, 5:47 pm by Nekron.




Jun 28 2017, 3:03 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

Cool! Very unique idea - I haven't seen a lot of mods alter the campaign scripts.



"They used to say if man could fly, he'd have wings... but he did fly.

He discovered he had to."


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans


Aug 12 2017, 3:46 pm Nekron Post #3



I finished the scripts for now, though I will obviously update them should any crashes or major issues occur. I now also have a fancy new MEGA download link! README has all the instructions needed for both 1.16.1 and 1.19 usage. (As long as Blizz doesn't screw over MPQs again, anyway :P)




Aug 12 2017, 9:17 pm theleo_ua Post #4



Nice mod, big thanks! Hope future versions will work in remaster and also all 6 episodes will be covered



None.

Aug 13 2017, 6:02 am Nekron Post #5



Well, so far it looks like it will work in Remastered, if you're willing to open half the maps manually and other half through the campaign D: If I wanted to do it any other way I will probably need to wait until Blizzard stops patching, so it would be a few months.
Edit: Yep, it works in Remastered!

Post has been edited 1 time(s), last time on Aug 15 2017, 3:12 pm by Nekron.




Dec 14 2017, 7:41 pm Nekron Post #6



Over the next ~3 months I'll work on refreshing BW scripts with everything I learned during the last half a year or so of scripting, which probably includes some more minor map redesigns (probably a full set of lightly changed maps - kinda pointless to stick with Blizzard's nightmarish designs this far in) and with using Neiv's amazing opcodes.

I'll include update logs as edits to this post whenever I finish a campaign or a mission I'm really happy with, in the meantime if anybody has any ideas or things he'd like to see in some mission feel free to post them here.

I'm also going to document all scripts with at least a brief description so that they're easier to use if someone takes a liking to any of them, but since attack_to is map-specific and some things require triggering, most scripts might require some additional work before they can be used in different maps.




Apr 7 2018, 10:41 am Nekron Post #7



Obviously way delayed, but most of the Zerg campaign is now playable. Download it here - https://mega.nz/#F!koBHjaoL!X2IK7FmmA_1jd3rqBdbjbQ
Zerg 5 and 6 require more balancing, but hopefully it's something I can handle myself over the next few days, especially if I can get a few testers.
The github repository will be updated once all Zerg missions are finished, Zerg 8 through 10 are taking more time since I have pretty big plans for them.

A small (not including all script changes) changelog compared to the previous public version:

Zerg 2:
- Added flavour transmissions
- Added a few flavour research facilities thorough the early section of the map so that the rescuable zerg don't just sit there
- Yellow is now significantly easier to break into
- Minor attack adjustments, easier lategame and slower start

Zerg 3:
- Added flavour transmissions and a new character voiced by pr0nogo
- Made yellow into an actual AI: He attacks you once, defends with goliaths and upgrades if for some reason he's left alive
- Removed the bonus objective (it's a hassle w/o bank data)
- White no longer has UED units
- In general, attacks are noticeably smaller and more delayed, also more diverse between Orange and Brown
- There now are significantly less guards on the map
- Enemies don't defend eachother anymore

Zerg 4:
- Added flavour transmissions
- Added 3 new heavily characterized AI players
- Increased mineral and gas counts in most expansions
- Made all enemy defences significantly weaker
- Made enemy attacks significantly bigger and more frequent
- Your base now has more tech and an additional geyser to ease transitions between hive units that you'll most likely need to win the map in a timely manner
- Major pathfinding fixes, removed ground access to White and Orange because of the lack of attack_timeout on 1.20

Zerg 5:
- Added 3 new minor AI players
- All defences are now significantly weaker
- Initial sequence now lasts only 3 minutes and is stopped for a given player if you destroy a factory
- Duke's base is now white, uses Alpha Squadron characterization and attacks
- Blue can now recall Archons
- Duke and Fenix will attack you if left alone for too long

Zerg 6:
- Added flavour transmissions
- Red can now sometimes decide to do stuff, cosplaying as Daggoth
- Zerg now barely defend
- Terrans don't use units beyond academy tech and ghosts
- Way more scary zerg attacks
- The initial sequence now lets you save a big number of units if you're fast
- Endgame zerg attacks now more ground-heavy if you're connected to your enemies by ground

Zerg 7:
- Added flavour transmissions
- Removed Brown
- Blue now Brown, takes his old base if you let him
- 5 new AIs, one for each beacon, with a very narrow selection of units each
- Mission gets harder the more beacons you clear
- Added a special arbiter surprise
- Attack_add 4 reaver btw

All missions:
- Finishing a mission now properly autoplays the next one

Would really appreciate some balance feedback btw, especially on Zerg 5, 6 and 7.
Edit (08.04.18) - Made Z5 and Z7 easier, script and trigger fixes for various maps, slowly adding modwork for Z8+

Post has been edited 2 time(s), last time on Apr 8 2018, 3:34 pm by Nekron.




Apr 8 2018, 10:49 am nshekerev Post #8



This is sooo awesome



None.

Apr 8 2018, 9:09 pm Pr0nogo Post #9



u actually




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