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Replying to Dawn Of Skirmish SS v3.10 AI Mod is now LIVE!


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Topic Summary

Omega Soulstorm

Posted 27 April 2022 - 12:01 PM

Greetings.I've been playing this mode for several years now.I play on quick start and what bothers me is insane spam of waagh banners and infantry commands on orks and imperial guard.

They simply in following  10mins of fight on insane difficulty block their vehicles building too much unnecessary structures.They are all over place.Is there any tweak you can do to stop this

so they build what they need for cap and not to stuck themselves?.These two races are only with that problem.Thank you :)


LarkinVB

Posted 17 May 2009 - 09:25 AM

CheckSquadCap and CheckSupportCap can cause problems. The function will SaveResources before checking wether threshhold is reached at all. The checks should be switched, first threshhold, than resources. It caused some headache with DoWPro.

-- Arkhan 10.2005: Calculates, if more squad cap is needed
 function BuildBaseStrategy:CheckSquadCap(iMinRequisition, iMinPower)
 
	 -- Check requisition
	 local iRequisition = resource_manager:GetResourceAmount():Get( ResourceAmount.RT_Requisition ) / self.m_iTechBreak
	 local iPower = resource_manager:GetResourceAmount():Get( ResourceAmount.RT_Power ) / self.m_iTechBreak
	 if (iRequisition < iMinRequisition or iPower < iMinPower) then
		 self:SaveRessources(true)
		 return false
	 end
	 
	 -- Check squad cap
	 local iSquadCapTotalMax		= build_manager:GetSquadCapTotalMax()
	 local iSquadCapLeft			= self:GetSquadCapLeft()
	 local iSquadCapCurrentMax	= self:GetSquadCap() + iSquadCapLeft
	 if (iSquadCapLeft <= self.info.squad_cap_threshold and iSquadCapCurrentMax < iSquadCapTotalMax) then
		 return true
	 end
	 
	 return false
 end


Bump. Please fix.

LarkinVB

Posted 17 May 2009 - 07:42 AM

I'm sure Relics terrain analyzer code is still buggy enough to give a rare crash here or there.

Zenoth

Posted 16 May 2009 - 08:45 AM

Same here.. no crash. Specific map this is reproducible?


I haven't been able to reproduce it, but it has been my second crash ever since 3.10 has been released. The problem I believe comes from the fact that both maps on which I've had a crash are custom maps, so don't worry I don't even want support for custom maps, I know what is represents, under those conditions it's irrelevant. But my crashes are extremely rare (as I mentioned, two times only), and it happened after a good two hours of skirmish (big maps, seven A.I players).

I was just wondering if code-wise the A.I was still sensible about elevated terrain, custom maps involved or not, because both of the maps I play in question do have elevated terrain and perhaps a difficult layout especially for teleporting and/or jet-packing units. In terms of the hardware side of things none of it is over-clocked, absolutely nothing, and all drivers are official, etc. But anyway, I don't want to create any panic about that.

thudo

Posted 15 May 2009 - 08:27 PM

Same here.. no crash. Specific map this is reproducible?

LarkinVB

Posted 15 May 2009 - 08:18 PM

No idea but I had no crash with current mapdb code.

Zenoth

Posted 15 May 2009 - 03:51 AM

@ Arkhan / Thudo / Larkin

I would like to know if the A.I in Sousltorm is still sensible to elevated terrain and can crash in certain situations? I remember it was the case in Dark Crusade, but is it still so in Soulstorm?

ArkhanTheBlack

Posted 14 May 2009 - 02:11 PM

Any plans on releasing 3.2 ?


I try to finish an installer this weekend. You were quite active with new changes and so I preferred to wait a bit until you're finished with corrections.

thudo

Posted 12 May 2009 - 01:44 PM

That and DC 2.70 as well based on these code updates as well. Yeah I'd like to see some of those changes implemented.

LarkinVB

Posted 12 May 2009 - 06:46 AM

Any plans on releasing 3.2 ?

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