@Corsix
happy birthday
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quiet_man
Accelerated AI Testing
Started by quiet_man, Feb 04 2005 11:01 PM
24 replies to this topic
#23
Posted 07 February 2005 - 11:39 PM
Have a good one Corisix
Thud:
Edlar, in my mod i took all the aspect stones upgrades and combined them into just 2 upgrades, one for vehicles and one for aspect warriors. This seems to have helped the AI a lot. But its mod tweak not an AI tweak.
Also with this change the AI gets to build thise uber units on most medium to large maps a lot of the time. I have even seen the Orks uber units rampaging around. Not see choas uber unit yet but ive seen landraiders, 2 of them to be exact from one marine chapter attack another AI.
If the skirmish AI isnt building them with the changes you already made then perhaps lurkin is right about the build queue being too big.
BTW those replays i pm'd you the links for show the stuff your after appearing in my mod automatically. No changes on my part to directly influence them has been made. Its a case of extra resources enabling them more often.
Giskard
Thud:
Edlar, in my mod i took all the aspect stones upgrades and combined them into just 2 upgrades, one for vehicles and one for aspect warriors. This seems to have helped the AI a lot. But its mod tweak not an AI tweak.
Also with this change the AI gets to build thise uber units on most medium to large maps a lot of the time. I have even seen the Orks uber units rampaging around. Not see choas uber unit yet but ive seen landraiders, 2 of them to be exact from one marine chapter attack another AI.
If the skirmish AI isnt building them with the changes you already made then perhaps lurkin is right about the build queue being too big.
BTW those replays i pm'd you the links for show the stuff your after appearing in my mod automatically. No changes on my part to directly influence them has been made. Its a case of extra resources enabling them more often.
Giskard
#24
Posted 08 February 2005 - 12:22 AM
I'm gonna drop the turret construction in the buildorder (I know this will make the AI build many more troops) although my reason for turrets was because we could not create them in a base without the buildorder. Now I believe Larkin has fixed that with his latest script to me. We'll also now have 2 Aspect Portals that should help.
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#25
Posted 08 February 2005 - 05:59 AM
I suggest 2 initial turrets and a good balance here
My code will build at home by default if there is no advanced LP near enemy. So this example will build 13 additional turrets, be it at LP or at base for low req/power requirements. I grabbed it from page1 of this thread. I use a max 10 turret limit with 400 req and 200 power limits to build a turret. Therefore 300/150 might be a good mid value.
I also suggest makeing the limits a global value in the AI level buildbasestrategyinfo.ai so they can be changed for different AI levels.
if num_turrets < 15 and resource_manager:GetResourceAmount():Get( ResourceAmount.RT_Requisition ) > 250 and resource_manager:GetResourceAmount():Get( ResourceAmount.RT_Power ) > 100 then
My code will build at home by default if there is no advanced LP near enemy. So this example will build 13 additional turrets, be it at LP or at base for low req/power requirements. I grabbed it from page1 of this thread. I use a max 10 turret limit with 400 req and 200 power limits to build a turret. Therefore 300/150 might be a good mid value.
I also suggest makeing the limits a global value in the AI level buildbasestrategyinfo.ai so they can be changed for different AI levels.
Edited by LarkinVB, 08 February 2005 - 06:03 AM.
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