Long post coming up. I'll mark the part when i actually start talking about AIs for ya
Question: why wont the mouse work in this text boxes ? IV board usually works fine. I use it on my own site......
I love working on AI but im very busy guy so dont really have the time to join teams right now.
I do hope i can contribute some how throught my posts. Already spotted on thread thats going to help me past a current problem so i owe you guys one already.
My AI coding for DOW started 3 days ago, prior to that i was basically setting up the units to make the rogue trader rules and making sure the unitstat ratings where right.
Shame the ai plays differently on every map, hehe.
Anyway im no stranger to AIs in games but as you know all game code is different and modders end up working with half a dozen gaming languages over the course of a few years. Which has its good points, it means in these ive well adapted to picking up game code quickly and reading code ive not seen before.
I know a function when i see one, i know referal to a function when i see it. Since most of the AI code is functions i know the source fuction is in there somewhere and just need to find it to figure out how it works.
Which is the point im at right now, finding the functions i need.
I have working turrets, np there, used a cut and paste of the secondry buildings code and modified it to suite. Not eligent but it works for now.
Im currently working on the very same thing corsix posted about with the randomised turrets and ugrading them. Not gotten to the upgrades for anything else yet though. Its on my to do list.
I wanted roving repair crews to do the repairing eventually as well, yup its on my todo list.
Another thing i noticed is the designer files, the AI points at them and says not to choose units if a designer file is being used. This sounds rather interesting and could be a good way of getting the AI to surprise the player occasionally. So thats on my todo list as well.
As far as game play is concerned, currently the AI is as nasty as ever but I made a few small tweaks that seem to work fine to make bases feel like bases and be slightly more secure.
First tweak was to upgrade all basic turret damage by 20 for max and min settings.
Second tweak was to set the hit points of all turrets to 2000 (or was it 2500, i forget). This actually makes ork Warrgh banners worth building as defensive structures.
The result is one squad of orks can no longer walk up to turret and bash it without support. By default all races managed to do this so you need a stupid amount of turrets just to stop one ork mob and most maps usually dont have the room.
The damage they give out is just enough to force single squads to retreat.
The damage they recieve makes the battle for the front line worth watching and removes the repair frenzy that the player has to go through each and every time one of the turrets gets attacked. Unless its attacked by a vehicle or a heavy weapon he can usually repair at the end of the fight.
Any vehicle with a reasonable weapon can still walk through most defences so a ballance of bolter turrets and rockets is needed. Even then its not certain.
These changes make turrets feel like turrets and work like proper base defences but dont stop the AI from over running you. Your safe only from small scale attacks.
My AI uses these turrets and currently places around 10 in random locations. One AI placed 10 around its base and it held of 3 AIs attacks for 30 minutes. Slowly losing ground over that time. Time enough for the defender to rebuild some stuff anyway.
Works rather well these settings.
I didnt touch rockets at all or the bigger turret upgrades.
I did add devastors to the marine side to cut back tactical marines to a 2 hvy weapon squad. The research stuff needed all works for these. Sorted that out first.
I do still need to look at the building and addon research tree, not even started with that yet. If you guys have any good info on this please post it, id be very greatful.
Giskard
Edited by giskard, 28 January 2005 - 06:32 AM.