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!
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:
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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:
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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):
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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:
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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.