Modding => Help! => Topic started by: savantopus on April 10, 2013, 07:49:26 pm
Title: Control how AI behaves?
Post by: savantopus on April 10, 2013, 07:49:26 pm
Hey Hacktics community!! Is there an easy way to change how the AI behaves?? How to set their priorities for which actions they choose?? If there's a ton of hex work or anything like that, I'm not interested... looking for something relatively easy like an orgASM hack or FFTPatcher adjustment... Cheers!
Title: Re: Control how AI behaves?
Post by: Jumza on April 10, 2013, 08:23:08 pm
There is no easy way, sorry :( We haven't quite cracked that one yet. EDIT: However, in the FFTPatcher when creating and editing abilities there are a whole host of options for changing how the AI uses it.
Title: Re: Control how AI behaves?
Post by: RavenOfRazgriz on April 10, 2013, 09:11:10 pm
Maybe you haven't, but I'm smarter than the average bear (and have secondadvent's notes). There's a reason Jot5's AI seems unusually competent compared to Vanilla. :v
Here's your bit of FFTP you need to be looking at. Specifically, look at the Unknown box at the bottom:
0x21 - X Position (for AI) 0x22 - Y Position 0x23 - 0x40 - Focus on Target in 0x24? 0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position) 0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self) 0x08 - Coward-like? (stay behind X/Y location?)
Notes: 0x10 seems to override 0x20
0x20 seems to keep it's distance until it can get close enough to you?
0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?) seems to keep a 10 tile distance, unless an enemy moves within their 10 tile radius (testing with 3 move archer with bow) they will not move unless they need to.
seem to keep 10 away unless unable to move farther back, then they move back towards the center of their radius. you can force them out of their area by moving towards them (but out of their firing range), and continue to push them out, but the turn after they leave the area they will move back towards it, even if you are within the 10 tile radius.
managed to get a 4 move unit 12 tiles away by moving close to them when they had a bow... they seem to retreat away from the spot if they can't get to it and can still attack you (close-range would move to you) 0x24 - Target Unit ID 0x25 - 0x26 - 0x04 - Save CT (don't move if not needed; also buff before attacking?)? 0x27 -
To translate into FFTP, x21, x22, x23 are the top row of Unknowns, and x25, x26, x27 are the bottom row of Unknowns. Target Unit ID (x24) is already labeled in FFTP and is also visible in the provided image.
Have fun.
Title: Re: Control how AI behaves?
Post by: savantopus on April 10, 2013, 10:37:15 pm
Raven you are a boss. Im going to TRY to decode this and get back to you soon. Cheers! :D By the way Jot5 is bad ass
[edit] Dude if I can figure this out, this is F*king cool. Ok so for example if I want the selected unit to Save CT I would enter the number 4 in box 26 right? and not sure what you mean about Target Unit ID (x24)??
Title: Re: Control how AI behaves?
Post by: RavenOfRazgriz on April 10, 2013, 10:51:23 pm
In the notes you'll see an x24 - Target Unit ID. That's referring to the box under Team Color which says Target Unit ID.
That's why the top row of variables is x21 x22 x23 and the bottom is x25 x26 x27.
And yes, that's what you would do.
Title: Re: Control how AI behaves?
Post by: savantopus on April 11, 2013, 12:53:00 am
Ooooh I see... so if they're targeting a unit ID then they'll try to kill that target first. Right on
[edit] How did he figure these out??? Trial and error???
Title: Re: Control how AI behaves?
Post by: savantopus on April 18, 2013, 07:54:00 pm
Have you noticed in the Vanilla ENTD when Algus and Delita are guests, box #23 has the #48. Any idea how this effects their AI ?