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/#!M8pXAIKL!8ZiI90XlFD-U5nmG83QT7s0hiTzEsC5vff4b9ehq3Rg
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 3 time(s), last time on Aug 15 2017, 8:09 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]


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.




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