Whoa oozish that one game with you against eldar was amaizng to see. Too bad that they were overrun by your tanks and vehicles. the didn't seem to know how to stop that. Love the hit and run tactics the eldar tried aggainst you. Pretty impressive Ai so far that I've seen.
UPDATE: v1.2RC5 New Code->Jul 18.2005
Started by thudo, Jul 12 2005 01:23 PM
122 replies to this topic
#122
Posted 19 July 2005 - 12:35 PM
Whoa oozish that one game with you against eldar was amaizng to see. Too bad that they were overrun by your tanks and vehicles. the didn't seem to know how to stop that. Love the hit and run tactics the eldar tried aggainst you. Pretty impressive Ai so far that I've seen.
Thanks, that was a tough game! It really kept me on my toes. I suggest, when the mod is released, that you play the enemies in this order for difficulty:
1 Eldar
2. SM
3. Chaos
4. Orks
All are much improved but I think the difficulty level of the races has stayed the same since this MODs intense focus on Eldar a while ago. SM are likewise very good and put up a hellacious fight.
Also, the mod is very map dependent to work at its best. For 1vs1 (all I play) I suggest battle marshes and blood river for the BEST experience.
I can't wait till this is releaseD! Go THUD!
#123
Posted 19 July 2005 - 01:57 PM
1) Currently we don't know how to get the AI to have two builders on one building (one is generally better as it leaves the AI to at least multi-task).
2) Eldar Buildorder is actually the way you described - it could be tweaked but its quite optimized at present.
3) Never ever saw Ork AI sending Grots into battle. Sounds like a rare bug though.
4) AIs build only one turret at start then at mid-game it MAY build more but the requirements are *very steep*. Perhaps in building turrets at start we should tell it "if enemy is close by build more squads of this type"?
5) AI does not upgrade its LPs too early - it can use the cash + their defensive. However, I suppose it could be extended a little.
6) I am not including the Abilities fix (grenades/bombs being thrown to quickly) as it seems to not work. We will wait til v1.3 in early August to determine if it can be fixed.
YES.. I WANT TO RELEASE and thats exactly what I'm doing - tonight is pretty good as the AI is quite damn solid. Playtested til 1am last nite and loved it. Won some, lost some. Rushing a Chaos/Eldar AI is still too easy but rush an SM/Ork and its much tougher.
2) Eldar Buildorder is actually the way you described - it could be tweaked but its quite optimized at present.
3) Never ever saw Ork AI sending Grots into battle. Sounds like a rare bug though.
4) AIs build only one turret at start then at mid-game it MAY build more but the requirements are *very steep*. Perhaps in building turrets at start we should tell it "if enemy is close by build more squads of this type"?
5) AI does not upgrade its LPs too early - it can use the cash + their defensive. However, I suppose it could be extended a little.
6) I am not including the Abilities fix (grenades/bombs being thrown to quickly) as it seems to not work. We will wait til v1.3 in early August to determine if it can be fixed.
YES.. I WANT TO RELEASE and thats exactly what I'm doing - tonight is pretty good as the AI is quite damn solid. Playtested til 1am last nite and loved it. Won some, lost some. Rushing a Chaos/Eldar AI is still too easy but rush an SM/Ork and its much tougher.
Edited by thudo, 19 July 2005 - 01:59 PM.
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