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Skirmish AI 2.0 RC1 - Post Comments In Thread!


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#41 dj2005

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Posted 29 November 2006 - 09:27 AM

Just a quick pre-releas question.

If I were to host a game with the Skirmish AI for a comp stomp, do the other players also need to have the Skirmish AI installed or can I surprise them with the improved AI? :)

They would also need to have it active, otherwise it'll either not show up or they'll receive a sync error.

#42 Guest_Abba_*

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Posted 29 November 2006 - 09:33 AM

Gimme Gimme Gimme an AI mod before midnight! :)

#43 LarkinVB

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Posted 29 November 2006 - 10:00 AM

.... Take me through the necrons to the break of the day

#44 thudo

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Posted 29 November 2006 - 03:37 PM

With Corsix's new ModManager enabled in our AI Mod not the Local.ini is used. A line "currentwamod=" is now set. When our AI is enabled it'll read "currrentwamod = dowai". If you want to go back to the original DC then it should read "currentwamod = dxp2". I get a low feeling we're gonna get alot of people commenting and asking how to go back to native DC use. Ughhh..

As for the Tau BO - have to disagree here: we don't have the means per se to effectively detect # of strats on a map so we can use a small-map BO (which would ensure the economy and early defense was the focus). Maps like 8p_PenalColony will still hurt the AI (since you start with 2 nearby strats). This can be investigated down the road but right now its optimal.

The FTP site is up for the testers to ensure we're ready. I would like to go public at the end of this week and make it a December 1st launch.
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#45 LarkinVB

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Posted 29 November 2006 - 03:47 PM

I get a low feeling we're gonna get alot of people commenting and asking how to go back to native DC use. Ughhh..


The failsafe method is to launch and check top left version number. If it says AI mod (which can happen even while launched from DC shortcut) switch to vanilla DC with ingame manger, quit and restart with DC shortcut.

#46 Corsix

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Posted 29 November 2006 - 05:05 PM

Why mess around with local.ini to change back to vanilla? Switch using the ingame manager and then restart.
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#47 thudo

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Posted 29 November 2006 - 05:13 PM

I still like to use Notepad. :p Thanks Larkin/Corsix.. as mentioned: myself I don't use GameManager. I'm a text-head :p
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#48 ArkhanTheBlack

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Posted 29 November 2006 - 05:49 PM

Very well! Looks like we're finished now. Congrats to all members, testers and helpers. :p

And Thudo, make a release announcement in the general discussions forum, too. I think there are enough people waiting for the mod to justify this. After a week, the mods can merge it with the one in the mod section. :p

#49 thudo

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Posted 29 November 2006 - 05:53 PM

Just curious: should we make the "AI Donations" option "toggleable"? I get a feeling we'll get people contacting us how to disable it? Worth the trouble or not bother?
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#50 ArkhanTheBlack

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Posted 29 November 2006 - 06:00 PM

Not now! If Relic fixes the modmanager we should release an adjusted version anyway. So, if enough people complain until then, we might add a toggle switch for it. Besides that, I'm not sure if the SCAR code can read the AI settings so easy, since it's independent from the AI scripts.
Until then, if someone doesn't like it, he can just delete the scar folder.

#51 thudo

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Posted 29 November 2006 - 06:01 PM

Ok.. However.. the name of the game-mode should be called "AI Donations" so as to not confuse people what it does.
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#52 ArkhanTheBlack

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Posted 29 November 2006 - 06:03 PM

I fixed that in RC2. Didn't you see it?

#53 LarkinVB

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Posted 29 November 2006 - 06:10 PM

Besides that, I'm not sure if the SCAR code can read the AI settings so easy, since it's independent from the AI scripts.


I think I don't understand this.
The SCAR AI Mod option can be made toggleable by changing AIMod_local.lua

Localization = 
{
exclusive = false,
victory_condition = false,
always_on = true,
title = "AI Donations",
win_message = "",
lose_message = "",
description = "More AI goodness"
}

Set always_on = false.
I didn't do it as I'm not sure if it will work when players in networkwork games have different settings. But I guess only the hosts setting will be used, same as winconditions.

title = is the text displayed with the checkbox, description is displayed while hovering over the checkbox with your mouse.

#54 thudo

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Posted 29 November 2006 - 06:12 PM

Sorry.. thought DC uses the name of the files + the title line in the LUA for how its shown in the game menu UI. Thanks! :p All good.
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#55 LarkinVB

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Posted 29 November 2006 - 06:47 PM

Well then it's release time !

#56 Guest_Guest_*

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Posted 29 November 2006 - 06:55 PM

3 cheers for the dawn of skirmish team

hip hip horaay

hip hip horaay

hip hip horaay

(spelling hehehe)

#57 thudo

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Posted 29 November 2006 - 07:00 PM

DC Patch 1.1 is out..

http://forums.relicn...ad.php?t=125494

Doesn't seem to affect AI except whether game manager is fixed is unclear.. We wait.. :p
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#58 Guest_bakachu_*

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Posted 29 November 2006 - 07:01 PM

We wait.. :p


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

#59 thudo

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Posted 29 November 2006 - 07:03 PM

False alarm..

This patch adds subtitles to loading screens and in game movies to region specific versions of Dark Crusade. Additionally, installation of patch 1.11 allows for all languages to be able to play against each other online.

Life can continue unabated. :p
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#60 Guest_Guest_*

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Posted 29 November 2006 - 07:07 PM

one more cheer for the dawn of skirmish team

hip hip horaay

(ok now I'll go away, I promise)



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