Skirmish AI 2.3 Beta 8b - Post Comments In Thread!
#1
Posted 28 April 2007 - 10:35 PM
We are sitting on a Release Candidate here so lets arse-kick this one to the community VERY soon!
2.30b8b
- Fixed MAJOR LP building bug where AI on some maps fails to build LPs on certain stratpoints. Now AI will build on all its captured stratpoints as it conquers new territory.
2.30b8
- Fixed Tau build programs
> Drone squad replaced by Skyray
> Tau barracks in starting build order
> Carnivore strategy working now
- IG fixes
> Command squad reinforces always during harassing time
> Command squad builds 2 priest and only a psyker if stealth units/buildings are present
> Decreased basilisk rating
> Forced 2 Commissars in allround strat
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#3
Posted 29 April 2007 - 09:39 AM
Necron were building generators at front LP. Other LPs which were not that exposed were available as build positions but ignored.
I observed CS and it reinforced fine at harass but I'm not sure it was reinforcing later.
Edit: I rechecked and CS did reinforce after harass later but very slowly. Often CS was build and general did fight and died alone.
I never watched the tau commander jump at all for some weeks now. Even with the new emergency retreat it seems reluctant to use his jump pack.
I think this is all for now. From my point of view the AI is fine and should be released.
Edited by LarkinVB, 29 April 2007 - 11:17 AM.
#4
Posted 29 April 2007 - 12:04 PM
I would check that. In some RARE cases if the AI thinks its enemy is away from it furthest from a frontal LP then this can happen. I'm not too concerned as 9/10 times it will build Gens furthest away from the enemy. Regardless.. sounds like a map prob then anything.Necron were building generators at front LP. Other LPs which were not that exposed were available as build positions but ignored.
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#5
Posted 29 April 2007 - 12:44 PM
elseif (cpu_manager:IsGenerator(iBuildingID)) then return "Safeplace" elseif (cpu_manager:IsGenerator(iBuildingID) or iBuildingID == cpu_manager.stats:GetBuildingID("necron_summoning_core") or iBuildingID == cpu_manager.stats:GetBuildingID("necron_forbidden_archive") or iBuildingID == cpu_manager.stats:GetBuildingID("necron_greater_summoning_core") or iBuildingID == cpu_manager.stats:GetBuildingID("necron_energy_core")) then return "BaseBack" end
Over and out for v2.3. Good job, thanks to all involved and have a nice day.
Edited by LarkinVB, 29 April 2007 - 12:50 PM.
#6
Posted 29 April 2007 - 01:02 PM
Actually, now that I see above we could remove the BaseBack for Gens but since Inquisitor has not said anything bad about the Necron AI I assume its ok the way it is now.
Try another map like 2p_FallenCity or 2p_BattleMarshes and watch the Necron Gens be placed around and back from the HQ. If it doesn't find any more room around the HQ, it will place em on LPs away from the enemy. Sometimes where the LPs are on a map will be a little screwy so this can make SafePlace a little more challenging.
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#7
Posted 29 April 2007 - 01:05 PM
I think the improved Necron plays much better and I think that thudo's lab proves that as well. Thank you for incorporating a lot of my suggestions, ArkhanTheBlack! I think the improved building of gens gives the Necron the economy it needs to keep up momentum in the later game. I also think that the new NL research patterns are a step in the right direction. I esp like that there is default pattern, the Phylactery is now part of all of them and that Solar Pulse is part of two. One thing I would like to have more than 25% chance is the Lightning Field since it is T1, makes the NL much more resilient in CC and it is potentially powerful since it keeps charging indefinitely.
Suggestion: LF should be made part of the default pattern (i.e. pattern 4) instead of Veil of Darkness. Veil of Darkness is already part of pattern 2 and is T3 and quite costly. This is just a suggestion and just my opinion.
My impression is that Tau is the race that the AI plays the best. I can't put the finger on what it is, but I guess it is making the most of the race's strengths and the dancing code makes it offset it's weakness (i.e. it is a glass cannon army).
I have no other remarks on this build currently and I would just like to commend you on a job well done!
I hope to get some more mp testing done tonight and I will ofc report interesting finds.
...
On a longer term I would like the team to consider more specialized anti-race builds, for instance:
- An anti-necron IG build/behavior might be an interesting first thing to discuss. Objective: The AI IG should be better at fighting Necrons.
- An anti-Tau Necron build/behavior is also very interesting, since Necrons have no chance against Tau (and it is the other way 'round when humans play). Objective: Necrons should win most of the time in 1v1.
This exercise might even help the team improve the AI overall as some of the new "inventions" might be useful strategies that can be used in general as well.
#8
Posted 29 April 2007 - 01:08 PM
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#9
Posted 29 April 2007 - 02:01 PM
I would say that placing gens away from the base is high priority because as you said it will reduce the risk of stuck units in the base (which is a big problem for Necrons in many games!). So if the choice is between the base and at some forward LP I would prefer the forward LP. But if there exist code that could pick a point furthest from the enemy, but not in the base it should be utilized.Actually, now that I see above we could remove the BaseBack for Gens but since Inquisitor has not said anything bad about the Necron AI I assume its ok the way it is now.
That's why I suggest that we consider doing something new. We need to analyze why the AI fare so bad against the Necrons and doing so would involve looking at how good human IG players win over Necrons and looking at what goes wrong for the AI. If we can pinpoint some things that we want the AI IG to do or not do we can perhaps make it perform much better with little effort.@Inquisitor - well I'm open to some IG builds to combat Necrons but I highly doubt we'll find em. IG just plain blow donkey balls against ONLY Necrons and perhaps Tau. Everyone else they are decently balanced. Anything that can help would be great but I've covered everything IG vs Necron-related on other boards recently outside this board. Tried all suggestions.. Nope.. no go.
I will not say "no, it can't be done", when I know that most IG players said exactly that when 1.2 was 2 weeks old, but now there is a lot of evidence that it can be done and the mood is completely different. IG might be the underdog in the early game in DC1.2, but it is certainly one of the strongest races in the late(ish) game. So, a concrete idea might be: "how can we make IG survive long enough for it to get strong enough to win vs. Necrons". But again, I think we need to be more analytical about this and base our efforts on evidence and perhaps discuss it in more detail in a separate topic - if the team thinks it is worth a shot. In this way the opinion of ThetaOrion and others will give invaluable input to how the AI can be improved.
#11
Posted 29 April 2007 - 10:55 PM
It sounds like me that it's pretty much time to release it.
That will give you about few thousand people more to tell you what is wrong with it, and right with it.
--
WHAT A THOUSAND TESTERS WILL DO:
I suppose as Aralez and others play 2.3 over time, he will have some more AI ideas that he would like to see implemented. Aralez put in a number of AI requests the last time he did the UC Mod. You start seeing things. I even eventually started seeing things that were wrong with the 2.1 AI over time, like the Choas builders not building secondary bases. Arkhan went right in and fixed it.
I suppose the same thing will happen as thousands of people get a chance to look at 2.3 and then figure out for themselves what more the AI needs. But, you do need time to play it and see for yourself what more is bugging you, if anything.
--
A REPEAT OF HISTORY:
The past couple years, LarkinVB has had the best eye for what the AI Mod needs most, imho. If he says it's done or good enough, and if he says to release it, then it is indeed time to release it.
And for the UC Mod, Aralez will also look at it and maybe decide that some of it is balance issues and probably buff the IG and nerf the Tau in the UC Mod and call it done. I don't suspect that he's going to have to do nearly as much with 2.3 to get a great balance as Aralez had to do to get a great balance out of 2.1 and 2.2.
Arkhan told Riker's DoWXP people that 2.3 would be out this weekend, and then Arkhan said he would help port it over to DoWXP this week. I imagine that the process will work the same as last time, with Arkhan finding further things that he wants adjusted in the AI Mod and just doing so while he prepares the AI for DoWXP, thus getting a start on and paving the way for 2.4. That was a good system last time around, and it's great to see that Arkhan is willing to do it again. I'm actually eager to try DoWXP 3.8 with 2.3 AI mod for 1.2 Relic Patch. There have been some 'change's in DoWXP since last I played!
You also have KaiserSoze porting AI Mod to DoWPro or DCPro, with LarkinVB watching over his shoulders. They will see things and have requests over time.
You guys will also find other things you want changed or improved as you start porting 2.3 AI Mod into Tau Exiled Union, Steel Legion for DC, the Tyranid Mod, and Shin's Eldar Mod.
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REGARDING INQUISITOR'S DESIRES:
I also suppose that once you release it, some of us might find ways to win as IG vs Necrons using only the 2.3 AI Skirmish Mod, if it is indeed possible to do. And, that too might help to feed into Inquisitor's desires and goals over time.
When I was last programming, I found out that if I could do it on paper, then I could program it. That was a long while ago that I last programmed, but the idea still pretty much applies.
If Inquisitor can get to where he is always winning with the plain vanilla 2.3 AI as the IG vs Necrons on a variety of 1vs1 maps, then he should be able to supply you guys with replays showing you how he did it, and then Arkhan should be able to use those replays to glean ideas and adjust the AI so that the AI can do it too, in 2.4
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SUMMARY:
There are plans and steps for going forward. It worked well last time, and I suppose it will work well this time around. Just need to release it now, and let them at it.
Then 2.4 will take shape on many fronts, once everybody has their hands on 2.3. I have faith that it will be so!
Edited by ThetaOrion, 29 April 2007 - 10:58 PM.
#12
Posted 30 April 2007 - 01:55 AM
As for going for Release Candidate! I do concur..
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#14
Posted 30 April 2007 - 11:38 AM
I would really like a comment to my suggestion...Suggestion: LF should be made part of the default pattern (i.e. pattern 4) instead of Veil of Darkness. Veil of Darkness is already part of pattern 2 and is T3 and quite costly. This is just a suggestion and just my opinion.
#15
Posted 30 April 2007 - 01:21 PM
To be honest I'm not really a fan of this suggestion. Veil of Darness might be expensive but it's also a very powerfull ability. In DowXP they considered the 'stealth monoliths' even so OP that they excluded the monoliths from the Veil of Darkness effect (at least that's what I've heard). Detectors might be common in later tiers, but in larger battles detectors also tend to die very fast, especially since they have to be close to the front line to be of some use. Veil of Darkness can hide an entire army, while lightning field is only usefull for the NL and doesn't have any effect on the surrounding army. In later tiers, I don't consider it a match for Veil of Darkness. The time Veil of Darkness is researched is also later in the game when the economy is stronger. I therefore consider 300 power not that much for this time and definitely worth for such a powerfull effect like Veil of Darkness.I would really like a comment to my suggestion...
#16
Posted 30 April 2007 - 01:34 PM
Alright. Thank you for taking the time to comment.To be honest I'm not really a fan of this suggestion. Veil of Darness might be expensive but it's also a very powerfull ability. In DowXP they considered the 'stealth monoliths' even so OP that they excluded the monoliths from the Veil of Darkness effect (at least that's what I've heard). Detectors might be common in later tiers, but in larger battles detectors also tend to die very fast, especially since they have to be close to the front line to be of some use. Veil of Darkness can hide an entire army, while lightning field is only usefull for the NL and doesn't have any effect on the surrounding army. In later tiers, I don't consider it a match for Veil of Darkness. The time Veil of Darkness is researched is also later in the game when the economy is stronger. I therefore consider 300 power not that much for this time and definitely worth for such a powerfull effect like Veil of Darkness.I would really like a comment to my suggestion...
#17
Posted 30 April 2007 - 03:50 PM
Spent quite a while creating the banner and badges, and I really love playing them now!
I've also had some interesting fights vs Necron, and I beat them more and more.
I turtle, and spend early resources on upgrading LP's, turrets and Infantry Command close to LP's. Not sure how the AI handles garrison of units, this is essential for my success against necrons. I still need to play more maps to validate my strategy.
I'll get some replays up later.
#18
Posted 30 April 2007 - 05:37 PM
On the IG vs Nec front, one pretty counter-intuitive thing to do, that I've had some fun with, is to melee NWs with priest-attached GMs, while shooting them with HWTs and/or chimeras, as well as your commie squad.
Until you get weapon specialisation, a priest'd squad will deal more damage in melee than it would ranged with 3 plasma guns. With the priest's hp bonus, (and preferably, bot not necessarily, Battle Armor and sergeants) GM make very cost-effective meat-shields. The priest also easily takes care of wraiths. flayed ones, however, are a problem, that's when you fall back to your chims.
But more generally speaking, when and how to use GM in melee can make or break IG early game. I don't know to what extent you've implemented that or experimented with it, but priest melee squads can be an alternative to heavy weapon GMs in T2, if your opponent hasn't invested much in CC himself. And if he does to counter you, then you can still swith to priest plasma on the fly.
#19
Posted 30 April 2007 - 06:41 PM
A big THANK YOU to all AI developers and testers here.
You guys rock, and make a match with or against the AI a real challenge
keep it up
#20
Posted 30 April 2007 - 09:57 PM
Gee, long ago, I noticed yet another trick. Most people, when they encounter the Necrons, post up and fight until they are dead. But, the Necrons are slow, and you are fast.
What I often did on the larger maps is to run up to the Necrons, fire at them to get their attention, and then run into their base. You can get to their base faster than they can get to yours. And, I noticed that most of the time, when I'm attacking their base, the Necron death march will actually turn around and return to their base rather than continuing forward into your base.
Of course, it probably won't work on smallest 1vs1 maps, and some other maps with unique designs, but it can work at times.
Lots of things to try, just need the AI mod to try them with, and I'm sure somebody will come up with lots of things to try.
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