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Update: AI Objectives List-Feb16.2005


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#1 thudo

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Posted 16 February 2005 - 03:31 AM

Here is an updated Objectives List that will, barring any editing from the team, will be appearing in the global DoW AI release of our project.

The point of this is to set our cumulative accomplishments, set expectations where we are going, and show why we disregarded what we did (still may change based on the team's feelings). As with all things there are areas for tweaking but thats the computer biz for you. Everything comes in a new revision.

I am also writing the 2nd draft of the DoW AI mod migration doc to move a new DoW civ into the game and give it an AI personality! This would empower future coders/scripters like UltDrake (who laid the ground work to move a new civ into DoW and give it AI) to bring their months of work alive. I'm personally hoping to do some migration work and test it. The scripting part is pretty easy.. testing it to ensure it doesn't crash to desktop.. now thats the fun part! :umad:

Okiedokes... here is the list (it will likely change before we release so let me know what ya think!):

Update Feb 16/2005

* New addition

Complete:
======
o Standard, Hard, and Harder/Insane AI difficulty settings tweaked (Easy not touched)
o All primary buildings are built at or near main base instead of out on vulnerable expansions - ensures main assets are kept safe
o Builds a certain # of defensive turrets in main base and Listening Post expansions + randomly upgrades them between Tier1 / Tier2
o Defensive turrets (in main base) now point in the direction of the enemy
o Rebuilds destroyed base defenses at main base and on expansions
o Captured and built-upon ListeningPosts are now randomly upgraded between Tier1 / Tier2
o HeadQuarters/Fortresses are now upgraded to their highest tier
o AI now researches his entire tech tree
o All four sides will now build extra infantry/vehicle buildings if req/power allows for it
o Squad and Hero units now use their "special abilities" more often and effectively
o When squads become broken they are now reinforced
o AI better utilizes his troops with more effective combinations
o When allied with humans, an allied AI always helps defend others and remains active, competitive, and offense-orientated
o Space Marine's Dreadnaught (not Hellfire) will now upgrade all weapons instead of using just a Flamer
o Chaos Cultists allowed to reinforce to their max of 10 units per squad (their cheap meatshields early on!)
o Eldar Banshees will now use their WarShout Ability in close combat
o Ork Sluggas limted to 6 units per squad while Stormboyz, Shootas, and TankBustas limited to 8. Grots to 4
o Chaos, Eldar, and Ork AIs will now more easily build uber-units when enough requisition/power is available

To Do:
====
o Allow AIs to build extra buildings off their closest captured LPs rather than only around main base even if those LPs are semi-distant
o Engineers that repair buildings (using between 1-2 Engineers for Space Marines, Chaos, and Eldar - Ork buildings auto-heal)
o Allow AI to change its "resource strategy" when a map has a very limited # of points to capture(lower income)
o Ensure AI builds Large Generators on maps with low income potential (maps with very few capture points)
o Build 2-3 turrets around Large Generators
o Ensure continued AI aggression under Take&Hold and Control Area victory conditions
o Determine why independant units (ie. Space Marines' Apothacary or Librarian) do not attach themselves to squads
o Creates a secondary HQ + unit production buildings w/ defensive turrets (randomly upgraded) all built away from the enemy
o Ensure both Ork and Eldar don't sometimes "box in" their uber-units with other buildings around them
o AI Personalities! Create a super-script that will randomly make the AI one of the following:
a) Aggressor/Rusher - Focused purely on attacking and controlling territory while teching up normally with little or no defensive turrets built
b) Defender - concentrated more towards holding territory with heavy # of turrets/troops and defending allies
c) Sieger - uses siege units to roll slowly across the map laying waste
d) Balanced - further randomzies the above

Maybes (If Possible):
============
o Troop dancing
o Squad-level awareness and effective use of Cover
o Enable Eldar's Fleet Of Foot ability - debating on this as it will further make Eldar infantry more vulnerable atlhough speedier
* Allow 1-2 Engineers to repair damaged idle vehicles at/near the battlefront (possible issue if vehicle group is called back to battle)

Skipped:
=====
o Mine laying (both at base and on expansions) - Mines are useless, more annoying then anything, and take up build space
o Adding vehicles that were removed for the AI to use (ie. Space Marines/Chaos Rhino and Ork WarTrukk) - Such vehicles aren't worth their battlefield reputation

Edited by thudo, 16 February 2005 - 07:36 PM.

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#2 phordicus

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Posted 16 February 2005 - 10:00 AM

re: vehicle repair... units retreat to reinforce when they're damaged, why not vehicles? engineers to the front lines? of course not, but vehicles can quickly retreat to a defended LP where the repair crew can fix it in relative safety (protected by the vehicles, LP, and presumed turrets).

re: SM dreads: can you randomize whether the non-hellfire dreads upgrade their weapon? the base dread is the best of all variants in combat vs vehicles and buildings and the last thing the SMs need is another shooty unit.

re: bloodthirster. is it possible to designate a pecking order for which character is sacrificed for the bt to enter? i hate seeing the AI kill its lord or sorcerer when there are plenty of cultist aspiring champions walking around.

Edited by phordicus, 16 February 2005 - 10:06 AM.


#3 thudo

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Posted 16 February 2005 - 04:08 PM

Its still doable to have an engineer come over and repair damaged vehicles at a chokepoint after a battle. Would rather do that AND have them repair damaged buildings.

SM dreads already randomize their upgrades in our current build. :)

As for Bloodthirster.. hmmm.. problem is there is no where in the scripts that tells what Sargent to sacrifice. Further, I doubt the loss of one lord or sorcerer is gonna make a difference when you got FAR GREATER problems when a BloodThirster is created right infront of you?! Muhahahah! I think you'll have much deeper priorities!

Thanks for the comments!

Our team will consider the "bring an engineer or 2 to the front" when a group of damaged vehicles are idle after a battle and attempt repair. Only prob is: what happens when the group is called back to battle when the enemy is pressing a new attack? I guess the engineer(s) go into battle continuing their repairs along the way. :umad:

Edited by thudo, 16 February 2005 - 07:29 PM.

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#4 phordicus

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Posted 17 February 2005 - 04:00 AM

just consider my comments more of me thinking out loud rather than as "you should do this" or "do it this way".

k on the dreads. i misread and thought you said the AI would always upgrade.

is there a way to "program" engineers so they always flee if enemy come within sight range?

#5 thudo

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Posted 17 February 2005 - 04:06 AM

Engineers are scripted to watch for threats in areas on a map hence the reason they won't build an LP if an enemy is near that same point. I don't see why when they see an enemy unit they would just flee and go, say, back to the main base (or to a safe expansion), reset themselves, then get new orders.
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#6 LarkinVB

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Posted 17 February 2005 - 07:09 AM

Fleeing on sight is no good idea. They will rarely reach distant LPs on big maps.

#7 thudo

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Posted 17 February 2005 - 08:31 AM

I guess it comes back to:

If an engineer is idle somewhere it should, by default, go into repair mode and scan the area for damaged buildings/vehicles. This is one of those HOLY GRAIL objectives that we'll need to look at in v1.1. Vehicles I am not too concerned about but everytime I see a burning AI building I crinch. Arrrrgghh! Ork need not apply as they auto-heal (lucky!!) heheh
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#8 LarkinVB

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Posted 17 February 2005 - 08:57 AM

No more HOLY GRAIL please, Thudo :umad:

For you turrets were HOLY GRAIL, for me they are still wasted resources. If I play this turret spam AI no turret will likely kill any of my men. Its good against AI, not so good against humans. I agree to few turrets at start to stop rushers but turrets at LP ? Good practice for my rockets.

#9 thudo

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Posted 17 February 2005 - 06:06 PM

The AI should be reacting to rocket attacks but I'm wondering if it only reacts to when its LPs are directly affected instead of considering those turrets as a hostile threat? I've always been concerned about that - taking pot shots at an AI's turret should mean immediate and swift retaliation. In fact, any threats against any building of that AI's should mean the AI will show up in force in the area and pursue the threat even if its out-of-range. I think you would agree with that.

Still.. I've noticed the AI builds turrets facing mostly behind and to the sides of an LP so it should be more likely the AI will move to examine.

Yes Turrets eat into the economy but they are deterriants and a needed fire-line + the AI seems very well equiped regardless in the # of troops/vehicles he creates to make up for it.
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#10 Corsix

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Posted 17 February 2005 - 06:09 PM

I would build a few less turrets....
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#11 LarkinVB

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Posted 17 February 2005 - 07:06 PM

Same here. Played two test games 3vs3 with 5 AI and I could eat through all turrets/LPs with no loss at all. Therefore these resources are just WASTED. I'm not stuplid to engage turrets at close distance, just kill them with my rockets. 10 turrets are 1500/750 wasted resources for AI. No, it will not defend its LP/turrets with troops. If it did turrets can make much more sense.

Come on thudo, you are the lone turret wolf ....

#12 thudo

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Posted 17 February 2005 - 07:16 PM

Thats odd.. the AI is instantly supposed to react, even allies, when an LP is attacked. I've watched an entire game that when my LandRaiders go in, attack even one turret or LP, he and his allied quickly come down and squash my LandRaiders. Now if he's already in combat.. sure he won't as he's already busy but new fresh troops come out of his base and will assault my LandRaiders (and do a good job I might add).

hmmrr.. I guess I'd like to see better reaction from the AI to threats.. If I saw the AI start attacking me I'd send everything so why not the AI? The long-range rocket harassement bothers me: the AI should react to its fortifications being hit with a big force. If not, then something is wrong.

Anyway, let me drop the # of turrets down and see what happens. I'm sure in early game it can make a difference but late game? Bah! Not even close as his infrastructure is already set.

Still.. remember chaps.. his turrets go up OVER TIME.. so his economy is impacted a little but not "all at once". Further, he has a huge army already in the field so he can sustain losses, reinforce them, still while protecting LPs with turrets. We need to work after release on ensuring the AI reacts better to threats even silly long-range rocket attacks. WE NEED A PISSED-OFF AI! heheh
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