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求助!修改AI时出现问题

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发表于 2017-8-11 20:07:05 | 显示全部楼层 |阅读模式
本帖最后由 洛马诺夫总理 于 2017-8-11 20:09 编辑

我在Mod中添加了刽子手,想让AI也能造,于是便下手修改。但改过AI以后,再打包的时候出现了这个C:\Users\Public\Pictures\Sample Pictures,进入游戏发现已经添加成功的刽子手也没有了。不知是什么原因,求解
捕获.PNG
 楼主| 发表于 2017-8-11 20:12:46 | 显示全部楼层
而且无论AI代码怎么改,打包的时候都会出现那个
发表于 2017-8-12 08:05:59 | 显示全部楼层
这表示你打包没有成功,弹出这个框应是电脑的问题吧,你关了SDK或是重启电脑看。
还有,你要添加一个刽子手,不能用原版AI中的原ID名,必须要写一个新的ID名字。
 楼主| 发表于 2017-8-12 14:10:45 | 显示全部楼层
我先在船厂添了刽子手,打包没有问题,进游戏也看见了刽子手,然后才改AI的,AI的ID我也改了
发表于 2017-8-13 08:13:44 | 显示全部楼层
洛马诺夫总理 发表于 2017-8-12 14:10
我先在船厂添了刽子手,打包没有问题,进游戏也看见了刽子手,然后才改AI的,AI的ID我也改了 ...

现在打包,还是没成功吗?你添加在那里AI方面,截图发上来啊。因为没有具体的代码,还真不知道问题所在。还有原版的阵营AI先要注销了,然后再重新搞原版的AI,其实也就是复制过来改ID就可以了。
 楼主| 发表于 2017-8-13 13:57:20 | 显示全部楼层
JapanBaseStates的内容
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
        <Tags></Tags>
        <Includes>
               
  <AIBuildStateDefinition
    id="JapanAmphibiousUnitBuildState_MechaKing">
    <Heuristic>
      <ConstantHeuristic/>
    </Heuristic>
   
    <BuildEntry Build="JapanScoutInfantry" Heuristic="BEST_UNIT_WEIGHTED"/>
   
    <BuildEntry Build="JapanInfiltrationInfantry" Heuristic="BEST_UNIT_EXPECTED">
      <BlockIfThingNearFactory Rule="ANY" Relationship="ENEMIES">
        <IncludeThing>AlliedScoutInfantry</IncludeThing>
        <IncludeThing>SovietScoutInfantry</IncludeThing>
      </BlockIfThingNearFactory>
    </BuildEntry>
   
    <BuildEntry Build="JapanAntiVehicleInfantryTech3" Heuristic="BEST_UNIT_EXPECTED"/>
   
    <BuildEntry Build="JapanCommandoTech1" Heuristic="BEST_UNIT_EXPECTED">
      <BlockIfThingNearFactory Rule="ANY" Relationship="ENEMIES">
        <IncludeThing>AlliedScoutInfantry</IncludeThing>
        <IncludeThing>SovietScoutInfantry</IncludeThing>
      </BlockIfThingNearFactory>
    </BuildEntry>

    <BuildEntry Build="JapanAntiInfantryVehicle" Heuristic="BEST_UNIT_EXPECTED">
      <BlockIfThingNearFactory Rule="ANY" Relationship="ENEMIES">
        <IncludeThing>SovietHeavyAntiVehicleInfantry</IncludeThing>
      </BlockIfThingNearFactory>
    </BuildEntry>
   
    <BuildEntry Build="JapanAntiAirVehicleTech1" Heuristic="BEST_UNIT_EXPECTED">
      <BlockIfThingNearFactory Rule="ANY" Relationship="ENEMIES">
        <IncludeThing>SovietHeavyAntiVehicleInfantry</IncludeThing>
      </BlockIfThingNearFactory>
    </BuildEntry>
   
    <BuildEntry Build="JapanAntiVehicleVehicleTech1" Heuristic="BEST_UNIT_EXPECTED">
      <BlockIfThingNearFactory Rule="ANY" Relationship="ENEMIES">
        <IncludeThing>SovietHeavyAntiVehicleInfantry</IncludeThing>
      </BlockIfThingNearFactory>
    </BuildEntry>
   
    <BuildEntry Build="JapanAntiVehicleVehicleTech1_Naval" Heuristic="BEST_UNIT_EXPECTED"/>

    <BuildEntry Build="JapanAntiAirShip" Heuristic="BEST_UNIT_EXPECTED"/>
    <!-- No, the JapanAntiStructureShip is not amphibious but its ok to build even if our enemy has no water units or structures-->
    <BuildEntry Build="JapanAntiStructureShip" Heuristic="BEST_UNIT_WEIGHTED"/>

    <BuildEntry Build="JapanMechaKing" Heuristic="BEST_UNIT_WEIGHTED"/>

    <BuildEntry Build="JapanMiner" Heuristic="HARVESTER"/>
   
  </AIBuildStateDefinition>

  <AIBuildStateDefinition
    id="JapanNavalYardBuildState_MechaKing">
    <Heuristic>
      <ConstantHeuristic/>
    </Heuristic>
    <BuildEntry Build="JapanNavyScoutShip" Heuristic="BEST_UNIT_EXPECTED"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech1_Naval" Heuristic="BEST_UNIT_EXPECTED"/>
    <BuildEntry Build="JapanAntiAirShip" Heuristic="BEST_UNIT_EXPECTED"/>
    <BuildEntry Build="JapanAntiVehicleShip" Heuristic="BEST_UNIT_EXPECTED"/>
    <BuildEntry Build="JapanAntiStructureShip" Heuristic="BEST_UNIT_EXPECTED"/>
    <BuildEntry Build="JapanMechaKing" Heuristic="BEST_UNIT_EXPECTED"/>
  </AIBuildStateDefinition>

  <AIBuildStateDefinition
    id="JapanNavalYardBuildState_RANDOM_MechaKing">
    <Heuristic>
      <ConstantHeuristic/>
    </Heuristic>
    <BuildEntry Build="JapanNavyScoutShip" Heuristic="RANDOM_UNIT" PercentLow="0" PercentHigh="17"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech1_Naval" Heuristic="RANDOM_UNIT" PercentLow="17" PercentHigh="34"/>
    <BuildEntry Build="JapanAntiAirShip" Heuristic="RANDOM_UNIT" PercentLow="34" PercentHigh="51"/>
    <BuildEntry Build="JapanAntiVehicleShip" Heuristic="RANDOM_UNIT" PercentLow="51" PercentHigh="68"/>
    <BuildEntry Build="JapanAntiStructureShip" Heuristic="RANDOM_UNIT" PercentLow="68" PercentHigh="85"/>
    <BuildEntry Build="JapanMechaKing" Heuristic="RANDOM_UNIT" PercentLow="85" PercentHigh="100"/>
  </AIBuildStateDefinition>

  <AIBuildStateDefinition
    id="JapanNavalYardBuildState_FEWEST_MechaKing">
    <Heuristic>
      <ConstantHeuristic/>
    </Heuristic>
    <BuildEntry Build="JapanNavyScoutShip" Heuristic="FEWEST_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech1_Naval" Heuristic="FEWEST_UNIT"/>
    <BuildEntry Build="JapanAntiAirShip" Heuristic="FEWEST_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleShip" Heuristic="FEWEST_UNIT"/>
    <BuildEntry Build="JapanAntiStructureShip" Heuristic="FEWEST_UNIT" CountModifier="0.5"/>
    <BuildEntry Build="JapanMechaKing" Heuristic="FEWEST_UNIT" CountModifier="0.5"/>
  </AIBuildStateDefinition>

  <AIBuildStateDefinition
    id="JapanNeededUnits_MechaKing">
    <Heuristic>
      <ConstantHeuristic/>
    </Heuristic>

    <BuildEntry Build="JapanEngineer" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanScoutInfantry" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiInfantryInfantry" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleInfantry" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleInfantryTech3" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanInfiltrationInfantry" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanCommandoTech1" Heuristic="NEEDED_UNIT"/>

    <BuildEntry Build="JapanMiner" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanLightTransportVehicle" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiInfantryVehicle" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiAirVehicleTech1" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech1" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech3" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiStructureVehicle" Heuristic="NEEDED_UNIT"/>
                <BuildEntry Build="JapanMCV" Heuristic="NEEDED_UNIT"/>

                <BuildEntry Build="JapanNavyScoutShip" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleVehicleTech1_Naval" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiAirShip" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiVehicleShip" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanAntiStructureShip" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanMechaKing" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanMCV_Naval" Heuristic="NEEDED_UNIT"/>

    <BuildEntry Build="JapanBaseDefenseEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanBaseDefenseAdvancedEgg" Heuristic="NEEDED_UNIT"/>

    <BuildEntry Build="JapanBarracksEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanNavalYardEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanWarFactoryEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanPowerPlantEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanRefineryEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanTechStructureEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanSuperWeaponEgg" Heuristic="NEEDED_UNIT"/>
    <BuildEntry Build="JapanSuperWeaponAdvancedEgg" Heuristic="NEEDED_UNIT"/>

  </AIBuildStateDefinition>

      </Includes>
</AssetDeclaration>
 楼主| 发表于 2017-8-13 13:58:27 | 显示全部楼层
JapanCoopBasePersonality的内容

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>

  <Includes>
    <Include type="instance" source="CoopBasePersonality.xml" />
  </Includes>

  <AIPersonalityDefinition
    id="JapanCoopBasePersonality"
    PersonalityType="JapanCoopBasePersonality"
    inheritFrom="CoopBasePersonality"
    BaseCompactness="1.0"
        >

    <Side>Japan</Side>

    <StrategicState id="JapanExpansion"             State="JapanExpansion"                  Difficulty="MEDIUM HARD BRUTAL"/>
    <StrategicState id="JapanCaptureTech"           State="JapanCaptureTech"                Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <StrategicState id="JapanCaptureWaterHusks"     State="JapanCaptureWaterHusks"          Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <BuildState id="JapanDefenseBuildState"         State="JapanDefenseBuildState"          Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <BuildState id="JapanNeededUnits_MechaKing"               State="JapanNeededUnits_MechaKing"                Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <UnitModifier Unit="JapanScoutInfantry" OffensiveModifier="0.5" DefensiveModifier="0.5"/>
    <UnitModifier Unit="JapanAntiInfantryInfantry" OffensiveModifier="1.0" DefensiveModifier="0.2"/>
    <UnitModifier Unit="JapanAntiVehicleInfantry" OffensiveModifier="1.0" DefensiveModifier="0.2"/>
    <UnitModifier Unit="JapanAntiVehicleInfantryTech3" OffensiveModifier="1.0" DefensiveModifier="1.0"/>
    <UnitModifier Unit="JapanCommandoTech1" OffensiveModifier="5.0" DefensiveModifier="5.0"/> <!-- Commandos are good.  You pretty much always want them. -->

    <UnitModifier Unit="JapanAntiInfantryVehicle" OffensiveModifier="1.0" DefensiveModifier="1.0"/>
    <UnitModifier Unit="JapanAntiAirVehicleTech1" OffensiveModifier="1.0" DefensiveModifier="1.0"/>
    <UnitModifier Unit="JapanAntiVehicleVehicleTech1" OffensiveModifier="6.0" DefensiveModifier="2.0"/> <!-- Tanks can crush, reverse move, are robust, and generally very good -->
    <UnitModifier Unit="JapanAntiVehicleVehicleTech3" OffensiveModifier="6.0" DefensiveModifier="2.0"/> <!-- Tanks can crush, reverse move, are robust, and generally very good -->
    <UnitModifier Unit="JapanAntiStructureVehicle" OffensiveModifier="3.0" DefensiveModifier="1.0"/> <!-- Extreme range makes artillery much more powerful -->

    <!-- There is never a reason to have more than 1 of these -->
    <SpecificUnitCap Unit="JapanTechStructureEgg" Cap="1" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanRefineryEgg" Cap="1" Difficulty="EASY MEDIUM HARD BRUTAL"/>
   
    <!-- Don't go too crazy with base defenses.  This isn't a cap on how many defenses it can build, only a cap on how many it can try simulaneously.  This prevents the AI
         from over-responding to minor threats. -->
    <SpecificUnitCap Unit="JapanBaseDefenseEgg" Cap="3" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanBaseDefenseAdvancedEgg" Cap="2" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <!-- Player Tech -->

    <!-- Tier 1 -->
    <PowerChoice PlayerPower="PlayerTech_Japan_NavalPower" Weight="100%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EnhancedKamikaze" Weight="100%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_AdvancedMissilePacks" Weight="100%"/>

    <!-- Tier 2 -->
    <PowerChoice PlayerPower="PlayerTech_Japan_PointDefenseDrones" Weight="200%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank1" Weight="200%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_Ambush" Weight="200%"/>

    <!-- Tier 3 -->
    <PowerChoice PlayerPower="PlayerTech_Japan_FinalSquadron_Rank1" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank2" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_BalloonAttack_Rank1" Weight="300%"/>

    <!-- Tier 4 -->
    <PowerChoice PlayerPower="PlayerTech_Japan_FinalSquadron_Rank2" Weight="400%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank3" Weight="400%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_BalloonAttack_Rank2" Weight="400%"/>

    <!-- Tier 5 -->
    <PowerChoice PlayerPower="PlayerTech_Japan_FinalSquadron_Rank3" Weight="500%"/>
    <PowerChoice PlayerPower="PlayerTech_ProductionBonus_Japan" Weight="500%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_BalloonAttack_Rank3" Weight="500%"/>

  </AIPersonalityDefinition>

</AssetDeclaration>
 楼主| 发表于 2017-8-13 14:00:02 | 显示全部楼层
JapanCoopBaseSkirmishPersonality的内容

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>

  <Includes>
    <Include type="instance" source="JapanCoopBasePersonality.xml" />
  </Includes>

  <AIPersonalityDefinition
                id="JapanCoopBaseSkirmishPersonality"
    PersonalityType="JapanCoopBaseSkirmishPersonality"
    inheritFrom="JapanCoopBasePersonality"
                EmergencyManagerHandleConyardInDangerAtDifficulty="MEDIUM HARD BRUTAL"
                >

    <!-- Defense States -->

    <StrategicState id="LandDefense" State="LandDefense" Difficulty="HARD BRUTAL"/>
    <StrategicState id="WaterDefense" State="WaterDefense" Difficulty="HARD BRUTAL"/>
    <StrategicState id="LandDefense_MEDIUM" State="LandDefense_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="WaterDefense_MEDIUM" State="WaterDefense_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="LandDefense_EASY" State="LandDefense_EASY" Difficulty="EASY"/>
    <StrategicState id="WaterDefense_EASY" State="WaterDefense_EASY" Difficulty="EASY"/>

    <StrategicState id="LandEmergencyDefense" State="LandEmergencyDefense" Difficulty="HARD BRUTAL"/>
    <StrategicState id="WaterEmergencyDefense" State="WaterEmergencyDefense" Difficulty="HARD BRUTAL"/>
    <StrategicState id="LandEmergencyDefense_MEDIUM" State="LandEmergencyDefense_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="WaterEmergencyDefense_MEDIUM" State="WaterEmergencyDefense_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="LandEmergencyDefense_EASY" State="LandEmergencyDefense_EASY" Difficulty="EASY"/>
    <StrategicState id="WaterEmergencyDefense_EASY" State="WaterEmergencyDefense_EASY" Difficulty="EASY"/>

    <!-- General Skirmish States -->

    <StrategicState id="Cleanup" State="Cleanup" Difficulty="EASY MEDIUM HARD"/>
    <StrategicState id="Cleanup_BRUTAL" State="Cleanup_BRUTAL" Difficulty="BRUTAL"/>

    <StrategicState id="RetreatMCVToLand" State="RetreatMCVToLand" Difficulty="MEDIUM HARD BRUTAL"/>
    <StrategicState id="RetreatMCVToWater" State="RetreatMCVToWater" Difficulty="MEDIUM HARD BRUTAL"/>
    <StrategicState id="EscortMCV" State="EscortMCV" Difficulty="MEDIUM HARD BRUTAL"/>

    <StrategicState id="BombardmentShipAttack" State="BombardmentShipAttack" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <StrategicState id="CommandoController" State="CommandoController" Difficulty="MEDIUM HARD BRUTAL"/>

    <StrategicState id="JapanStealthDetector" State="JapanStealthDetector" Difficulty="MEDIUM HARD BRUTAL"/>

    <StrategicState id="CratePickup" State="CratePickup" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <!-- Island States -->
    <StrategicState id="JapanTransportAttack" State="JapanTransportAttack" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <!-- Removed Strategic States-->
    <StrategicState id="JapanExpansion" xai:joinAction="Remove" xmlns:xai="uri:ea.com:eala:asset:instance"/>
    <StrategicState id="JapanCaptureTech" xai:joinAction="Remove" xmlns:xai="uri:ea.com:eala:asset:instance"/>

    <StrategicState id="JapanExpansion_MEDIUM" State="JapanExpansion_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="JapanExpansion_HARD" State="JapanExpansion_HARD" Difficulty="HARD"/>
    <StrategicState id="JapanExpansion_BRUTAL" State="JapanExpansion_BRUTAL" Difficulty="BRUTAL"/>

    <StrategicState id="JapanCaptureTech_EASY" State="JapanCaptureTech_EASY" Difficulty="EASY"/>
    <StrategicState id="JapanCaptureTech_MEDIUM" State="JapanCaptureTech_MEDIUM" Difficulty="MEDIUM"/>

    <StrategicState id="JapanCapturePriorityTech_HARD" State="JapanCapturePriorityTech_HARD" Difficulty="HARD"/>
    <StrategicState id="JapanCaptureNonPriorityTech_HARD" State="JapanCaptureNonPriorityTech_HARD" Difficulty="HARD"/>

    <StrategicState id="JapanCapturePriorityTech_BRUTAL" State="JapanCapturePriorityTech_BRUTAL" Difficulty="BRUTAL"/>
    <StrategicState id="JapanCaptureNonPriorityTech_BRUTAL" State="JapanCaptureNonPriorityTech_BRUTAL" Difficulty="BRUTAL"/>

    <StrategicState id="JapanCaptureVehicleHealTech" State="JapanCaptureVehicleHealTech" Difficulty="HARD BRUTAL"/>

    <!-- Build States -->
    <BuildState id="JapanNonPathDependentStructureBuildState" State="JapanNonPathDependentStructureBuildState" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <BuildState id="JapanTechBuildState" State="JapanTechBuildState" Difficulty="MEDIUM HARD BRUTAL"/>
    <BuildState id="JapanTechBuildState_EASY" State="JapanTechBuildState_EASY" Difficulty="EASY"/>
   
    <BuildState id="JapanLandUnitBuildState" State="JapanLandUnitBuildState" Difficulty="MEDIUM HARD BRUTAL"/>
    <BuildState id="JapanWaterUnitBuildState" State="JapanWaterUnitBuildState" Difficulty="MEDIUM HARD BRUTAL"/>
    <BuildState id="JapanAmphibiousUnitBuildState_MechaKing" State="JapanAmphibiousUnitBuildState_MechaKing" Difficulty="MEDIUM HARD BRUTAL"/>   

    <BuildState id="JapanBarracksBuildState_RANDOM" State="JapanBarracksBuildState_RANDOM" Difficulty="EASY"/>
    <BuildState id="JapanWarFactoryBuildState_RANDOM" State="JapanWarFactoryBuildState_RANDOM" Difficulty="EASY"/>
    <BuildState id="JapanNavalYardBuildState_RANDOM_MechaKing" State="JapanNavalYardBuildState_RANDOM_MechaKing" Difficulty="EASY"/>

    <!-- Caps for difficulty -->
    <SpecificUnitCap Unit="JapanAntiStructureShip" Cap="1" Difficulty="EASY"/>
    <SpecificUnitCap Unit="JapanInfiltrationInfantry" Cap="0" Difficulty="EASY"/>
    <SpecificUnitCap Unit="JapanCommandoTech1" Cap="0" Difficulty="EASY"/>
    <SpecificUnitCap Unit="JapanMechaKing" Cap="0" Difficulty="EASY"/>

    <!-- At a certain point, we just don't need any more of these since they can't double-up on targets-->
    <SpecificUnitCap Unit="JapanScoutInfantry" Cap="8" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <SpecificUnitCap Unit="JapanInfiltrationInfantry" Cap="8" Difficulty="EASY MEDIUM HARD BRUTAL"/>
   
    <SpecificUnitCap Unit="JapanLightTransportVehicle" Cap="2" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <!-- We need caps for all land-only and water-only units to protect against situations where those units can no longer path to the enemy.
         We try to protect against that as much as possible but this is the safety-net.  At a certain point, the AI should just spam amphibious
         or air units which are always a safe bet. -->
    <SpecificUnitCap Unit="JapanAntiInfantryInfantry" Cap="20" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanAntiVehicleInfantry" Cap="20" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <SpecificUnitCap Unit="JapanAntiVehicleVehicleTech3" Cap="20" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanAntiStructureVehicle" Cap="20" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <SpecificUnitCap Unit="JapanNavyScoutShip" Cap="20" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanAntiVehicleShip" Cap="15" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <SpecificUnitCap Unit="JapanAntiStructureShip" Cap="6" Difficulty="EASY MEDIUM HARD BRUTAL"/>

  </AIPersonalityDefinition>

</AssetDeclaration>
 楼主| 发表于 2017-8-13 14:03:22 | 显示全部楼层
3个指挥官的

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>
  
  <Includes>
    <Include type="instance" source="JapanCoopBaseSkirmishPersonality.xml" />
  </Includes>
  
  <AIPersonalityDefinition
                id="4JapanBalanced"
                PersonalityType="1JapanBalanced"
                inheritFrom="JapanCoopBaseSkirmishPersonality"
                SkirmishPersonality="true"
                PersonalityUIName="Personality:Shinzo"
                CommanderPortrait="Shinzo"
                >

    <OpeningMove Name="JapanStandard_EASY" Weight="100%" Difficulty="EASY">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanIsland_EASY" Weight="100%" Difficulty="EASY">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>

    <OpeningMove Name="JapanStandard" Weight="100%" Difficulty="MEDIUM HARD">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanStandard_BRUTAL" Weight="100%" Difficulty="BRUTAL">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
   
    <OpeningMove Name="JapanIsland" Weight="100%" Difficulty="MEDIUM HARD">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanIsland_BRUTAL" Weight="100%" Difficulty="BRUTAL">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>

    <StrategicState id="BalancedDefense" State="BalancedDefense" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <StrategicState id="Cleanup" xai:joinAction="Remove" xmlns:xai="uri:ea.com:eala:asset:instance"/>
    <StrategicState id="BalancedCleanup" State="BalancedCleanup" Difficulty="EASY MEDIUM HARD"/>

    <StrategicState id="JapanScout" State="JapanScout" Difficulty="MEDIUM HARD BRUTAL"/>

    <!-- Harrassment States -->
    <StrategicState id="TenguHarrassment" State="TenguHarrassment" Difficulty="HARD BRUTAL"/>
    <StrategicState id="VXHarrassment" State="VXHarrassment" Difficulty="MEDIUM HARD BRUTAL"/>
    <StrategicState id="SuddenTransportHarrassment" State="SuddenTransportHarrassment" Difficulty="MEDIUM HARD BRUTAL"/>

    <StrategicState id="JapanInfiltration" State="JapanInfiltration" Difficulty="MEDIUM HARD BRUTAL"/>

    <!-- Main Offensive States - HARD and BRUTAL -->
                <StrategicState id="BalancedAttackGround" State="BalancedAttackGround" Difficulty="HARD BRUTAL"/>
                <StrategicState id="BalancedAttackWater" State="BalancedAttackWater" Difficulty="HARD BRUTAL"/>
                <StrategicState id="BalancedAttackOverwhelm" State="BalancedAttackOverwhelm" Difficulty="HARD BRUTAL"/>

                <!-- Main Offensive States - MEDIUM -->
                <StrategicState id="BalancedAttackGround_MEDIUM" State="BalancedAttackGround_MEDIUM" Difficulty="MEDIUM"/>
                <StrategicState id="BalancedAttackWater_MEDIUM" State="BalancedAttackWater_MEDIUM" Difficulty="MEDIUM"/>
                <StrategicState id="BalancedAttackOverwhelm_MEDIUM" State="BalancedAttackOverwhelm_MEDIUM" Difficulty="MEDIUM"/>

    <!-- Main Offensive States - EASY -->
    <StrategicState id="BalancedAttackGround_EASY" State="BalancedAttackGround_EASY" Difficulty="EASY"/>
    <StrategicState id="BalancedAttackWater_EASY" State="BalancedAttackWater_EASY" Difficulty="EASY"/>

        <!-- Voice Responses -->
                <FeedbackEntry FeedbackKey="PlanAttackBeaconPlaced" EvaEvent="EmpireCoopShinzoPlanAttack" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="PlanAttackOrderComplete" EvaEvent="EmpireCoopShinzoPlanAttackDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="TakePositionBeaconPlaced" EvaEvent="EmpireCoopShinzoTakePos" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="TakePositionOrderComplete" EvaEvent="EmpireCoopShinzoTakePosDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="StrikeTargetBeaconPlaced" EvaEvent="EmpireCoopShinzoStrikeThis" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="StrikeTargetOrderComplete" EvaEvent="EmpireCoopShinzoStrikeThisDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="OrderCanceled" EvaEvent="EmpireCoopShinzoAutoPilot" FeedbackTo="ALLIES"/>

                <!-- Skirmish feedback -->
               
                <!-- Greet ally at beginning of game -->
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JSHGR1"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JSHGR2"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JSHGR3"
                                FeedbackTo="ALLIES"/>

                <!-- Tell ally I'm in trouble -->
                <!-- N.B.: If you wanted to add FeedbackTo="ENEMIES" or "NEUTRAL", you would also need to
                            adjust the InTroubleSkirmishFeedbackControl block's OnlyIfLocalPlayerIs list -->
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JSHND1"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JSHND2"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JSHND3"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>

                <!-- Tell ally I'm dead -->
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JSHDE1"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JSHDE2"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JSHDE3"
                                FeedbackTo="ALLIES"/>

                <!-- Tell enemy I'm going to defeat them! (when I first meet them) -->
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JSHTG1"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JSHTG2"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JSHTG3"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>

                <!-- Curse enemy who defeated me -->
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JSHTD1"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JSHTD2"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JSHTD3"
                                FeedbackTo="ENEMIES"/>

                <!-- Laugh at enemy whom I defeated -->
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JSHTV1"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JSHTV2"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JSHTV3"
                                FeedbackTo="ENEMIES"/>

  </AIPersonalityDefinition>
  
</AssetDeclaration>
 楼主| 发表于 2017-8-13 14:04:23 | 显示全部楼层
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>

  <Includes>
    <Include type="instance" source="JapanCoopBaseSkirmishPersonality.xml" />
  </Includes>

  <AIPersonalityDefinition
                id="5JapanMechaWarfare"
                PersonalityType="2JapanMechaWarfare"
                inheritFrom="JapanCoopBaseSkirmishPersonality"
                SkirmishPersonality="true"
                PersonalityUIName="Personality:Kenji"
                CommanderPortrait="Kenji"
                >

    <OpeningMove Name="JapanStandard_EASY" Weight="100%" Difficulty="EASY">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanIsland_EASY" Weight="100%" Difficulty="EASY">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>

    <OpeningMove Name="JapanMechRush" Weight="100%" Difficulty="MEDIUM HARD">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanMechRush_BRUTAL" Weight="100%" Difficulty="BRUTAL">
      <Heuristic>
        <PathToTargetHeuristic PathExists="true" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
   
    <OpeningMove Name="JapanIsland" Weight="100%" Difficulty="MEDIUM HARD">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>
    <OpeningMove Name="JapanIsland_BRUTAL" Weight="100%" Difficulty="BRUTAL">
      <Heuristic>
        <PathToTargetHeuristic PathExists="false" ObjectTypeToUseForTest="SovietAntiInfantryInfantry" LocomotorConditionToUseForTest="NORMAL" />
      </Heuristic>
    </OpeningMove>

    <StrategicState id="BalancedDefense" State="BalancedDefense" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <StrategicState id="JapanScout" State="JapanScout" Difficulty="MEDIUM HARD BRUTAL"/>

    <!-- Main Offensive States - HARD and BRUTAL -->
    <StrategicState id="GrowingAttacks_Land" State="GrowingAttacks_Land" Difficulty="HARD BRUTAL"/>
    <StrategicState id="GrowingAttacks_Water" State="GrowingAttacks_Water" Difficulty="HARD BRUTAL"/>

    <!-- Main Offensive States - MEDIUM -->
    <StrategicState id="GrowingAttacks_Land_MEDIUM" State="GrowingAttacks_Land_MEDIUM" Difficulty="MEDIUM"/>
    <StrategicState id="GrowingAttacks_Water_MEDIUM" State="GrowingAttacks_Water_MEDIUM" Difficulty="MEDIUM"/>

    <!-- Main Offensive States - EASY -->
    <StrategicState id="BalancedAttackGround_EASY" State="BalancedAttackGround_EASY" Difficulty="EASY"/>
    <StrategicState id="BalancedAttackWater_EASY" State="BalancedAttackWater_EASY" Difficulty="EASY"/>

    <!-- Unit Preferences -->
   
    <UnitModifier Unit="JapanScoutInfantry" OffensiveModifier="2.0" DefensiveModifier="2.0"/>

    <UnitModifier Unit="JapanAntiInfantryVehicleTech1" OffensiveModifier="2.0" DefensiveModifier="2.0"/>
    <UnitModifier Unit="JapanAntiAirVehicleTech1" OffensiveModifier="2.0" DefensiveModifier="2.0"/>
    <UnitModifier Unit="JapanAntiVehicleVehicleTech3" OffensiveModifier="2.0" DefensiveModifier="2.0"/>

    <UnitModifier Unit="JapanAntiAirShip" OffensiveModifier="2.0" DefensiveModifier="2.0"/>

    <!-- Player Power Preferences -->
    <PowerChoice PlayerPower="PlayerTech_Japan_PointDefenseDrones" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank1" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank2" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_Japan_EmperorsRage_Rank3" Weight="300%"/>
    <PowerChoice PlayerPower="PlayerTech_ProductionBonus_Japan" Weight="300%"/>

        <!-- Voice Responses -->
                <FeedbackEntry FeedbackKey="PlanAttackBeaconPlaced" EvaEvent="EmpireCoopKenjiPlanAttack" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="PlanAttackOrderComplete" EvaEvent="EmpireCoopKenjiPlanAttackDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="TakePositionBeaconPlaced" EvaEvent="EmpireCoopKenjiTakePos" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="TakePositionOrderComplete" EvaEvent="EmpireCoopKenjiTakePosDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="StrikeTargetBeaconPlaced" EvaEvent="EmpireCoopKenjiStrikeThis" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="StrikeTargetOrderComplete" EvaEvent="EmpireCoopKenjiStrikeThisDone" FeedbackTo="ALLIES"/>
                <FeedbackEntry FeedbackKey="OrderCanceled" EvaEvent="EmpireCoopKenjiAutoPilot" FeedbackTo="ALLIES"/>

                <!-- Skirmish feedback -->
               
                <!-- Greet ally at beginning of game -->
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JKEGR1"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JKEGR2"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="StartGame"
                                Video="JKEGR3"
                                FeedbackTo="ALLIES"/>

                <!-- Tell ally I'm in trouble -->
                <!-- N.B.: If you wanted to add FeedbackTo="ENEMIES" or "NEUTRAL", you would also need to
                            adjust the InTroubleSkirmishFeedbackControl block's OnlyIfLocalPlayerIs list -->
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JKEND1"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JKEND2"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>
                <FeedbackEntry
                                FeedbackKey="InTrouble"
                                Video="JKEND3"
                                FeedbackTo="ALLIES"
                                Timeout="600s"/>

                <!-- Tell ally I'm dead -->
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JKEDE1"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JKEDE2"
                                FeedbackTo="ALLIES"/>
                <FeedbackEntry
                                FeedbackKey="Lost"
                                Video="JKEDE3"
                                FeedbackTo="ALLIES"/>

                <!-- Tell enemy I'm going to defeat them! (when I first meet them) -->
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JKETG1"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JKETG2"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>
                <FeedbackEntry
                                FeedbackKey="FirstSeen"
                                Video="JKETG3"
                                FeedbackTo="ENEMIES"
                                Timeout="9999999s"/>

                <!-- Curse enemy who defeated me -->
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JKETD1"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JKETD2"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedByLocalPlayer"
                                Video="JKETD3"
                                FeedbackTo="ENEMIES"/>

                <!-- Laugh at enemy whom I defeated -->
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JKETV1"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JKETV2"
                                FeedbackTo="ENEMIES"/>
                <FeedbackEntry
                                FeedbackKey="DefeatedLocalPlayer"
                                Video="JKETV3"
                                FeedbackTo="ENEMIES"/>

  </AIPersonalityDefinition>

</AssetDeclaration>
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