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
UEDAIP is a mod created to enchance, improve and make all existing Blizzard Starcraft campaigns fun even for more experienced players, whiile also giving them opportunities to make their play better either by pushing them to improve their macro, create situations in which they can improve their micro, forcing them to use casters, or just let them have more fun in their favourite missions.

Maps within a campaign episode are created with progressive difficulty in mind, which means that Assault on Korhal will be easier than Slay the Beast, while simultaneously teaching you mechanics that will be used later down the line. Maps are extremely varied in themes and mechanics, but a common goal in them is making the player move out and do stuff early on instead of turtling up, and to punish players who only want to turtle. You shouldn't be too scared if you do enjoy turtling, though, as there are some missions here and there that can reward you for "smart" turtling.



Status
The project is still very much a work in progress, but Episodes VI - Queen of Blades, and V - the Iron Fist - are already done, and you can play them start to finish.
UEDAIP uses bank data, so please remember to save the few missions that consume it a few seconds after you started the map (Protoss 2, Protoss 8, Zerg 4, Zerg 8+Terran 8) since it's limited to being used once per map playthrough, and you'd have to play the previous mission again if you reset a mission that consumed bank.

On a technical side, this is a SC: Remastered Samase mod that adds some new sprites courtesy of UEDCommander, fixes RM offset sprites and adds a wealth of DAT, Iscript and AIscript changes.

For more information about the technical side and patch notes, visit https://discord.gg/K7d564W
For the source, you can take a look at https://github.com/BoneHorror/UEDAIProject
And no, the exe is not a virus - it's a modloader called Samase. It will be picked up by AV software as it uses dll files that are not verified, and will not be verified by Microsoft since we would have to pay a hefty fee.

Features
Reexperience the campaign in a brand new light:
- Your opponents now show personal preferences in their defenses and attacks
- Every army is a threat - be it the Protoss Vanguard or UED's Atlas Wing, you can no longer ignore your enemies
- Terrain changes and shiny new bases to make your favourite maps look as amazing as you remember them being
- The AI is sturdier and tougher to break, uses brand new commands created by Neiv and Iquare and does things previously impossible in BW
- New silly Red Alert-ish characters and old unit bytes used to liven up the previously silent missions
- Old speedrun and map strats are often intentionally removed and altered, forcing you to rethink the map
- Meet the New Old - rarely used and special units rebalanced and reworked so that you can use them, the AI can use them and all of them feel meaningful. Be it skies filled with Scouts, Guardians not suiciding into base defenses or Battlecruisers bombarding infantry, there are tons of new possibilites



Download
https://mega.nz/#F!dxwhCYjT!8zOq0oQSfCEZuKrVC5MCXw

Feedback
For balance feedback, bug reports and suggestions for script changes, either write messages here, on the discord or PM me. For bug reports, replays or videos go a long way in pinpointing the problem.

Some screenshots and videos


The unstoppable Protoss army can no longer be ignored


The UED's control over the Zerg now is a little more than a nuisance


Better not let your enemies live on for too long...




Thanks to Connor (Home of Starcraft) for his testing and playthroughs.
Thanks to StratosTygo for his video


Post has been edited 11 time(s), last time on Feb 6 2019, 8:01 am 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.



Look out and there's no atmosphere
No sign of life, it's only us here
We float along, no direction
No gravity, no recollection


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


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




May 27 2018, 9:01 am nshekerev Post #10



Hey

This project is really awesome. I have played a little bit, but I admit I am waiting to play extensively when we have available all campaigns - vanilla and BW - in order. I am kind of OCD person :D

The work so far looks really professional, please do not give up on this fan project :D

Cheerz



None.

Sep 11 2018, 8:03 pm theleo_ua Post #11



1) For now, it works in Remastered?

2) For now, all missions are changed, or only these https://github.com/BoneHorror/UEDAIProject/tree/master/maps ones?

3) Is it possible to play all maps in Remastered without launching uedaip.exe file? For example by UMS mode. If not - will it be possible later? Is it possible for you to convert this idea to UMS-only maps without necessity to use exe file by the user?

4) What about localizations? If I want to play russian version in Remastered - what can I do to make this possible? Is it possible for me to edit UMS maps and add russian text and sounds there? Which editor should I use in this case?

Thank you in advance



None.

Sep 12 2018, 9:30 am theleo_ua Post #12



Also, here is the virustotal report of uedaip.exe:

Avast - Win32:Evo-gen [Susp]
AVG - Win32:Evo-gen [Susp]
Avira - TR/Dropper.Gen
CrowdStrike Falcon - malicious_confidence_60% (D)
Cylance - Unsafe
Endgame - malicious (moderate confidence)
McAfee - GenericRXFK-ZV!BDC34C142A0C
McAfee-GW-Edition - BehavesLike.Win32.Ransomware.tc
Rising - Malware.Heuristic.MLite(86%) (AI-LITE)

https://www.virustotal.com/#/file/e8717dab39d00d0fa4027ce8fa8fe9e0d0b25baaf9564274820c5275ca669306/detection

Are they false positives? Could you please tell which things (in this context) your exe performing? Where can I find sources of your exe?

Is it possible to manually perform all things which your exe performing when launching? For example "rename iscripts.bin to edited one" and so on

Thank you in advance for the answers



None.

Oct 11 2018, 6:58 pm Nekron Post #13



it works only in remastered, yes you need to launch the exe, only missions that are on the mega repository are changed (github is outdated will prolly discontinue it) and russian locale should work in-game but not in-map since map files are english. to edit them you'd need to use SCMDraft.
all samase (1.20 modloader) EXEs give the same false positives since they hijack starcraft's process or sth, ask Neiv about more details if youre interested but yes theyre false positives




Nov 1 2018, 12:17 am Nekron Post #14



UEDAIP Episode 6 is now finished and up for grabs on Mega! Episode 4 up next.




Jan 15 2019, 11:52 am Nekron Post #15



I rewrote the old post as it has been really heavily outdated, also hopefully written features in a way that's more enjoyable to read. Added a discord link for whoever's interested in the project.
Episodes 4 and 5 seem to be nearing conclusion and will likely be done within this year, with Episode 5 just needing testing and two and a half more maps and Episode 4 needing 4 more maps 2 of which are fairly close to being done.
There is some outdated voiceacting in the project that will be redone with a hopefully higher quality once I get a new mic, which might take anywhere between 2 months and 2 years =)
After episodes 4-6 are done, the likely order of work is episode 2->3->1 so that I have more time to come with ideas meaningfully different than what was used for Project Hydra.




Feb 5 2019, 1:52 pm Nekron Post #16



UEDAIP Episode 5 - The Iron Fist - is now finished and up on Mega!
All unfinished Episode 4 missions are already midway through development.

The beast - unchained.




Feb 5 2019, 3:57 pm SkyTechRTS Post #17



I know this isn't too important, but how did you guys get the extended team colors to work in Remastered?



None.

Feb 5 2019, 4:55 pm DarkenedFantasies Post #18

Roy's Secret Service

With modding: Neiv's MTL plugin.
Without modding: EUD, modify memory addresses for Unit & Minimap color tables.




Feb 9 2019, 5:25 am SkyTechRTS Post #19



There's a massive problem with the Melee mod, after a little over half an hour (almost universally) it starts to eat up my disk space and gets to the point where i have to close the program.



None.

Feb 9 2019, 8:19 am Nekron Post #20



This would be the case for the first few versions that had debug enabled by accident(the file you're looking to delete is aise.log in the folder you started the exe from), I updated it yesterday with a (hopefully completely) fixed BWMetaAI version and no debug. Try downloading it if you haven't already and let me know how it works out.

If you do have the newest version and this still occurs, I'll probably need more info to know if it's anything on my end - might be just related to BW handling infinite random jumps more poorly than i'd like, but I don't have the problem (disk size stays the same while playing - tested just now 3 times and I had 42GB of free space every time, checked at 30, 60 and 90 minutes of gameplay). I'm going to optimize the code over time, but it's somewhat hard since the original code is generated with a custom compiler and I'm editing it by hand.

Edit: I think the infinite random loops can still cause a freeze, so I'll replace all of them with surefire loops over today
Edit2: done

Post has been edited 3 time(s), last time on Feb 9 2019, 12:02 pm by Nekron.




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O)FaRTy1billion[MM] -- ya, give clears orders
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MTiger156 -- or, you could have multiple spawn boxes near eachother, then it would be easy
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MTiger156 -- each cycle would start when there are no Player Y units in the spawn
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MTiger156 -- then the closest you can get would be to give X units to player Y, order player Y units to one of the destinations. When those X units leave the spawn, then repeat with a new destination
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Swampfox -- well thats not effective because the order command cant specify single units
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MTiger156 -- what about giving before moving?
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Swampfox -- agh you cant give a a unit an order and give that unit to another player in the same trigger cycle and expect it to move huh?
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