Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Why AI never switch tank to siege mode in Enslavers 2b: The Resc
Why AI never switch tank to siege mode in Enslavers 2b: The Resc
Jun 1 2021, 6:37 am
By: auntyellow  

Jun 1 2021, 6:37 am auntyellow Post #1



I played "Enslavers 2b: The Rescue" several times and found computer never switch their tanks into siege mode.

And I also didn't found any replays computer did so. e.g. https://youtu.be/iymdmjivAOg cited from https://starcraft.fandom.com/wiki/StarCraft:_Enslavers

StarEdit's Trigger shows each computer's AI:

Red Terran: Terran Difficult AI
Purple Terran: Terran Medium AI
Brown Terran: Zerg Medium AI

Brown should be take over first. After that when beat with Red and Purple, their behaviors are quite strange:
Red, with "Terran Difficult AI", just sends infantries, Tanks and BCs, and their tanks are always in tank mode;
Purple, with "Terran Medium AI", just sends infantries, Vultures and Wraiths.

Which trigger make these 2 computer players have such behaviors?

btw, Abilities and Upgrades about "Siege Mode" are available for all players in this map.

Post has been edited 1 time(s), last time on Jun 1 2021, 6:37 am by auntyellow. Reason: typo



None.

Jun 1 2021, 12:35 pm GGmano Post #2

Mr.Pete-Tong

Several Ais on units switch after certain limits reached. Tank Ai stop using siege, Queen fires spells on sight instead of firing spells when beeing attack templars and other spell units likewise, shuttle+dropship and overlords stop picking up units, lurkers and other zerg units stop using burrow. Bc Will target buildings before units Even at very far range.. I did solve the tank issue in a map i made if you want help in solving tank not using siege let me know give me a PM.

In general i think All units Ai switch at certain different limits im not aware of Them All. But its not a trigger thats resulting in these Ai changes



Trust is everything

Jun 1 2021, 10:12 pm Nekron Post #3



Definitely unrelated to any limits, if it's remastered unmodded AI may just not work - you'd need to run enslavers with the aise plugin on, or play them on 1.16 instead.
If it's 1.16, those scripts research siege pretty late - after their 4th attack, and even so only if certain other tech is enabled(otherwise priority conflicts probably delay it forever), which I wouldn't trust enslavers to always leave on.
All zerg "campaign difficulty" are trash in all version of the game, so those shouldn't be expected to work under any circumstances (though why does terran have a zerg ai here? :O)

Here's the relevant excerpt from terran campaign medium
Quote
attack_add(4, wraith)
attack_add(4, vulture)
attack_prepare()
wait(500)
attack_do()
attack_clear()
build(1, comsat_station, 80)
build(1, machine_shop, 80)
build(2, barracks, 80)
build(1, control_tower, 80)
defensebuild_gg(1, siege_tank)
defenseuse_gg(1, siege_tank)
tech(cloaking_field, 30)
tech(stim_packs, 30)
tech(siege_mode, 30)





Jun 2 2021, 3:15 am GGmano Post #4

Mr.Pete-Tong

Now i dont know the specific map so as nekron says it could be the Ai computer that never research the tech. But the way you say it sounds like the Ai change from beeing good VS Brown and weird VS red+purple and I do know that limits do change the Ai behavior of units owned by computer player. You can prereasearch tank siege for the computer player and see if Ai they start using siege, in case that works you can transfer the tech upgrade to a certain comp Ai by giving a siege tank owned by Ai with the tech pre research ed to the Ai you want to have the tech

Post has been edited 3 time(s), last time on Jun 2 2021, 3:26 am by GGmano.



Trust is everything

Jun 2 2021, 8:08 am auntyellow Post #5



Quote from Nekron
Definitely unrelated to any limits, if it's remastered unmodded AI may just not work - you'd need to run enslavers with the aise plugin on, or play them on 1.16 instead.
If it's 1.16, those scripts research siege pretty late - after their 4th attack, and even so only if certain other tech is enabled(otherwise priority conflicts probably delay it forever), which I wouldn't trust enslavers to always leave on.
All zerg "campaign difficulty" are trash in all version of the game, so those shouldn't be expected to work under any circumstances (though why does terran have a zerg ai here? :O)
I played it in both 1.16.1 and remastered.

Red have several tanks in siege mode in its base initially, but when I attack (after takeover purple) they disappear (maybe switch to take mode and send out). I play so slow that I attack red an hour later. However I never meet a sieged tank.

btw, Brown's "Zerg Medium AI" may be a mistake, mentioned in Enslavers SE



None.

Jun 2 2021, 9:30 am GGmano Post #6

Mr.Pete-Tong

Its prolly supposed to be played like that, if youre remaking the map you could test it in several ways



Trust is everything

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