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Generic AI problem


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#1 LarkinVB

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Posted 25 January 2005 - 07:01 PM

I discovered a problem with the AI not building even while using the default hard AI !
Played burial grounds with eldar on both sides. Eldar at Pos 3 did not build any building while the other did ! Eldar at Pos 3 began building only while under attack. So its not the build order, it seems map related ?!

Edit: Not map releated as orks or chaos can build at Pos 3. So its map AND eldar related !

Edited by LarkinVB, 25 January 2005 - 07:45 PM.


#2 thudo

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Posted 25 January 2005 - 08:06 PM

Will have to investigate it. I do all my testing on FallenCity_2player.
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#3 LarkinVB

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Posted 25 January 2005 - 08:09 PM

Play burial gound with 7 eldar AI. Watch Pos 3 eldar not building while the others do ....

#4 thudo

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Posted 25 January 2005 - 08:49 PM

Well do.. btw, I tried your strategy.ai script -> BRILLANT! Had the ChaosAI build up as per usual, he build around his base, AND was quite active on the offensive front. Ouch! He also researched all of the tech-tree as required. Excellent work!
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#5 Corsix

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Posted 25 January 2005 - 08:59 PM

I do most of my testing on Kasyr Lutien (with AI modded to not attack anyone)
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#6 thudo

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Posted 27 January 2005 - 01:04 AM

As mentioned in my email to Larkin, I fixed that map (8p_Burial_Grounds) so its fine now for Eldar at Pos3. Weird as most of the map has some startpoints with some build issues but its nothing that couldn't be fixed. heheh
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#7 Grey

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Posted 28 January 2005 - 04:38 PM

I discovered a problem with the AI not building even while using the default hard AI !
Played burial grounds with eldar on both sides. Eldar at Pos 3 did not build any building while the other did ! Eldar at Pos 3 began building only while under attack. So its not the build order, it seems map related ?!

Edit: Not map releated as orks or chaos can build at Pos 3. So its map AND eldar related !

<{POST_SNAPBACK}>


Found some wierdness with the eldar too.
A friend and I just played a 2v2 agaist and orc and eldar.
The eldar didnt offer much resistance and when the match was over we notices that the eldar's research count was 0!

In retrospect it was pretty odd that it keept attacking with guardians and banshees.

#8 thudo

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Posted 28 January 2005 - 07:04 PM

Which map was that? As mentioned we played a DirectConnect 2vs2 (1 Eldar/1 Chaos) on 4p_Biffy's Peril with the latest build and the Eldar rocked! Researched the whole tech tree and came out pounding with multiple fire-prisms. However, the map's startpoints are confining so this can impact the AI. I would have liked it if it built buiklings on the expansions below on the captured LPs but alas.. No biggie.. its all still work-in-progress.
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#9 Grey

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Posted 30 January 2005 - 11:40 AM

Which map was that? As mentioned we played a DirectConnect 2vs2 (1 Eldar/1 Chaos) on 4p_Biffy's Peril with the latest build and the Eldar rocked! Researched the whole tech tree and came out pounding with multiple fire-prisms. However, the map's startpoints are confining so this can impact the AI. I would have liked it if it built buiklings on the expansions below on the captured LPs but alas.. No biggie.. its all still work-in-progress.

<{POST_SNAPBACK}>


Map was Saint's Square.
Maybe its a particular strategy thats bugged.
And yes, Eldar usually works :grin:

#10 thudo

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Posted 30 January 2005 - 06:25 PM

Guess I might have to try thst. As Larkin pointed out on the map 8p_Burial Grounds was that if an Eldar player started at the StartPoint#3 it would fail to buid. I simply moved the start point a little further up and it fix it. The AI simply needs ample space to build (as with all RTSes out there) or else the scripts don't fire off correctly.

Still.. I've been testing the Eldar and they seem fine (Ork are still the leaders in massing huge throngs of green! hehe). All civs now research the whole tree without prob (unless they are being rushed all the time and thus forgoing research for survival).
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