[UPDATE] New Objectives List v1.3
#41
Posted 29 July 2005 - 02:54 PM
#42
Posted 29 July 2005 - 06:53 PM
What I don't like is your style. I did work of my arse for the AI and don't want to hear about all of what is NOT working. I can make you a 4 page list of what is NOT working but should be in. So what ?
If you are so clever why don't you start your editor and begin scripting ?
#43
Posted 29 July 2005 - 09:28 PM
an early rush strat might be my only hope. So far so good Larkin, I haven't seen any mindless dancing and of course haven't tested vs. orks or SM so I can't judge the grenade results yet.
#44
Posted 29 July 2005 - 11:03 PM
Please do me a favor and concentrate your posts in a single 'Quitch suggestion thread'. Its hard for me to read the rest otherwise. I fully agree to 90% of what you said about AI improvements and I'm aware of 90%. I know the game. Guess why I had long discussions with Thudo about turrets ? Guess why my last advice before releasing v1.2 was : No rangers, please !
What I don't like is your style. I did work of my arse for the AI and don't want to hear about all of what is NOT working. I can make you a 4 page list of what is NOT working but should be in. So what ?
If you are so clever why don't you start your editor and begin scripting ?
For the same reason you won't see another AI project emerge for vanilla DoW: because this one exists.
#45
Posted 29 July 2005 - 11:34 PM
I HATE ELDAR! Dang, I can't make any headway vs. them. I've tried the scout rush, I've tried the super tech route. ON blood river, I can't beat those bastards. Gotta take a break, I'm about to split my keyboard in two. This is using Larkin the latest larkin super code!
Looks to me like Larkin has outdone himself.
Edited by oozish, 29 July 2005 - 11:35 PM.
#46
Posted 29 July 2005 - 11:42 PM
So.. oozish.. what is different compared to v1.2 especially for Eldar?
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#47
Posted 30 July 2005 - 12:13 AM
I will be very interested to some other replays with this code on that map; I'm feeling it...
"MY WILL IS UNDONE!"
Edited by oozish, 30 July 2005 - 12:14 AM.
#48
Posted 30 July 2005 - 12:53 AM
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#49
Posted 30 July 2005 - 01:26 AM
Edited by Quitch, 30 July 2005 - 01:31 AM.
#52
Posted 30 July 2005 - 01:02 PM
With the latest changes, there is no doubt they are more difficult, and playing them ON BLOODRIVER; which is in my opinion one of the hardest human/Ai maps (probably the hardest), is no small feat.
Thud, have you tried this? Now...I've been experimenting with odd builds myself, and it's possible that I need to revert to the tried and true upward build (not the 'scout build' and not the 'ASM build and not the 'tech build' that I've customized for myself. In fact, this is my next step, get back to the basics.
All I can say is well done Larkin, it must have been something in the streamlining...
Thud: don't think worse of me!
Edited by oozish, 30 July 2005 - 01:05 PM.
#53
Posted 30 July 2005 - 01:43 PM
Playing on Blood River isn't a good way to judge this particular issue. Fallen City might be a good test for that sort of thing.
Edited by Quitch, 30 July 2005 - 01:44 PM.
#54
Posted 30 July 2005 - 01:46 PM
All I can say is well done Larkin, it must have been something in the streamlining
Streamlining was major. This was pushed back or deleted from the BO just to get aspect warriors out compared to v1.2 :
1. 2 ranger squads
2. two webway gates
3. 1 generator
4. LP upgrades
Furthermore req_reserve was raised to 240 to avoid upgrade/addon drain before squad build.
That's a lot req saved, therefore aspect squads are MUCH sooner now.
Combined with banshee ignore code and dancing eldars are much stronger early game. They are still weak in the WS warp departement which the AI can only use for retreat, not for tactical attacks - yet. Would be nice if flenser can improve his skirmish code for WS hunting down light infantry/builders if they are exposed.
Edited by LarkinVB, 30 July 2005 - 01:47 PM.
#55
Posted 01 August 2005 - 10:30 AM
It depends on what you want the WS to do. If you want the AI to look for isolated capping, scouting or builder squads and then dispatch a WS squad to take them out then, yes, the infantry skirmish code I have for Ork Tankbustas would work well, but it is clear cheating on the part of the AI unless we limit it to enemy squads it can properly 'see'. Keeping track of whether a squad can be seen or not is perfectly doable, but involves a fair amount of coding along the lines of your dancing or my Ork CC code.They are still weak in the WS warp departement which the AI can only use for retreat, not for tactical attacks - yet. Would be nice if flenser can improve his skirmish code for WS hunting down light infantry/builders if they are exposed.
What else would you want WS to do?
Flenser
#56
Posted 02 August 2005 - 03:32 PM
I will try experimental code for WS to JumpAttackRanged(). I check for nearby light armoured ranged squads out of current WS weapon range and try to jump them with WS if their pro rated cost is less than WS squad. It's what pros do when marines have snipers behind their marine squads to fend of DR. They jump them with WS.
#57
Posted 02 August 2005 - 11:10 PM
Just wanted everyone to know that if I'm not posting next week it isn't because I'm AWOL, well, not intentionally anyway.
Cheers!
Edited by oozish, 02 August 2005 - 11:16 PM.
#58
Posted 03 August 2005 - 01:04 AM
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#59
Posted 03 August 2005 - 10:25 AM
If the enemy squad is within jump range already, then I would not regard that as objectionable behaviour by the AI. What I was described as potentially cheating behaviour would be where the AI designates a skirmish WS squad and then sends it in the direction of an isolated enemy squad half a map away. It is this ability to see the whole map at once that we need to ensure the AI does not exploit unfairly.Isn't the raptors/assault/stormboyz code JumpAttackMelee() also unrelated to line of sight and therefore cheating ?
If every time you set a squad to capture points the AI sent a WS squad to intercept them you would start getting pissed off.
What you are describing, however, is not what I was describing and sounds good.
I would like to see capping/ scouting or builder squads targetted, though, as long as the AI does not cheat too much in doing so.
Flenser
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