I've been directly modifying units rather than copy them for my mod, given how much of a pain it is to copy them, but the special tech tree I've created won't work for AI players. That's alright, but it would be kind of nice to be able to include regular AI, for testing at the very least.
Is it possible to use custom data for players, and the original data for AI players? Or is there some easy way to mass-copy units to approximate this?
No it is not possible to apply data mods selectively. You might be able to mass copy the data but it will be a lot of work and highly bug prone as not all links transfer correctly.
I suggest making a custom AI that can work with your unit modifications. Extract the existing AI galaxy scripts and modify them as required. Nothing is really hard coded in StarCraft II next to generic functionality.
That's probably the best solution, yeah. I was just hoping for an easy temporary fix. :)
Where can I find the regular scripts?
[Edit]: I can't seem to find the base mods on my file system anywhere. I found Liberty.SC2Mod online, but I'd like to work off of the latest Legacy of the Void AIs.
Either use the in editor file browser, or use a third party CASC browser.
Blizzard migrated StarCraft II from MPQ to CASC a long time ago now. All core modes are inside the CASC system to allow the BattleNet (Blizzard) application to maintain them.
What might be able to help is by changing the data in each unit.
AI: AI Evaluation High Templar
That way when the ai wants to use your unit, it will reference ^that and behave that way. Same can be applied to Structures.
Field Gateway AI: AI Evaluation Gateway
Just go along and associate the "new" units to what their equivalent would be.
Such as you have a structure that provides supply. That would be the same as Pylon.
The problem here is, this is for Unit Draft, where players draft which units they'll have available. If it were just one new race or tech tree, it'd be fairly easy to port the AI over, but when there are 100+ units, and the AI will have access to only 6 of them each game, it's very hard to have any kind of real 1-to-1 replacement of units in the AI. In one match, they may have no real alternative to the zealot they would normally build, while in another they might have 3 different units that could fill that role, all with different tech and supply requirements, and all with different upgrades with their own various requirements.
That way when the ai wants to use your unit, it will reference ^that and behave that way. Same can be applied to Structures.
I think it just means that the AI will treat it as a High Templar when it comes to decisions. This means that at higher difficulties it will focus it down and avoid spamming low health units.
It is dependency equivalents that make the AI treat a unit as another. Even still the tactical AI function must be appropriate for that unit.
In one match, they may have no real alternative to the zealot they would normally build, while in another they might have 3 different units that could fill that role, all with different tech and supply requirements, and all with different upgrades with their own various requirements.
Only real choice is a custom AI. You can assign each unit type available to a variable and build based on what is available. AI never thinks very deeply, even brutal, so you could just try your best to balance what they have available. The draft AI is probably the most important, they need to try and pick units that work together.
The problem here is, this is for Unit Draft, where players draft which units they'll have available. If it were just one new race or tech tree, it'd be fairly easy to port the AI over, but when there are 100+ units, and the AI will have access to only 6 of them each game, it's very hard to have any kind of real 1-to-1 replacement of units in the AI. In one match, they may have no real alternative to the zealot they would normally build, while in another they might have 3 different units that could fill that role, all with different tech and supply requirements, and all with different upgrades with their own various requirements.
Sounds like you would have to create some form of AI with triggers or otherwise not in data. I only posted that because that's the only thing i can find in the Data to tell the AI what unit it is... Like ImperialGood said - Custom AI is the only way I see that being even possible with over one hundred units and countless variations of unit compositions in a unit draft.
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I've been directly modifying units rather than copy them for my mod, given how much of a pain it is to copy them, but the special tech tree I've created won't work for AI players. That's alright, but it would be kind of nice to be able to include regular AI, for testing at the very least.
Is it possible to use custom data for players, and the original data for AI players? Or is there some easy way to mass-copy units to approximate this?
No it is not possible to apply data mods selectively. You might be able to mass copy the data but it will be a lot of work and highly bug prone as not all links transfer correctly.
I suggest making a custom AI that can work with your unit modifications. Extract the existing AI galaxy scripts and modify them as required. Nothing is really hard coded in StarCraft II next to generic functionality.
That's probably the best solution, yeah. I was just hoping for an easy temporary fix. :)
Where can I find the regular scripts?
[Edit]: I can't seem to find the base mods on my file system anywhere. I found Liberty.SC2Mod online, but I'd like to work off of the latest Legacy of the Void AIs.
Either use the in editor file browser, or use a third party CASC browser.
Blizzard migrated StarCraft II from MPQ to CASC a long time ago now. All core modes are inside the CASC system to allow the BattleNet (Blizzard) application to maintain them.
What might be able to help is by changing the data in each unit.
AI: AI Evaluation High Templar
That way when the ai wants to use your unit, it will reference ^that and behave that way.
Same can be applied to Structures.
Field Gateway
AI: AI Evaluation Gateway
Just go along and associate the "new" units to what their equivalent would be.
Such as you have a structure that provides supply. That would be the same as Pylon.
I think it just means that the AI will treat it as a High Templar when it comes to decisions. This means that at higher difficulties it will focus it down and avoid spamming low health units.
It is dependency equivalents that make the AI treat a unit as another. Even still the tactical AI function must be appropriate for that unit.
Only real choice is a custom AI. You can assign each unit type available to a variable and build based on what is available. AI never thinks very deeply, even brutal, so you could just try your best to balance what they have available. The draft AI is probably the most important, they need to try and pick units that work together.