1. Start position building problems
If this is ok :
2. Bad SquadLimits with lots of inferior units
If this is ok :
3. Bad tactical/strategic movment. Worst problem is getting own base destroyed while wandering on map with main force.
If this is ok :
4. Building no uber units
If this is ok :
5. Loosing to much units on the move to a distant point while passing through enemy fire
Why does it not loose :
1. Having too few turrets or
2. Having little power to build vehicles
Most of the time the AI is rebuilding basic units as it looses them in fights it can't win.
Played 4 games 3vs3 and had little problem killing my direct enemy as I was knowing what to do. He did not. The AI is a great spectacle fighting against AI and surely will be much better than the default one but its no big problem for medium skilled humans.
Why is the not good enough ?
Started by LarkinVB, Feb 17 2005 09:09 PM
2 replies to this topic
#2
Posted 17 February 2005 - 10:16 PM
Then we need a little more direct focus what needs to be done.
Remember: v1.00 really was never intended to have super-advanced squad tactics.. that was left for later releases as no AI out there in the industry has superior tactical maneuvers. No one. So if even paid devs can't design AIs that think errationally like a human tactician then how does one come up with scripts? We cope the best we can and try to find a middle ground.
Come on guy - WE CAN PULL THIS OFF ! There is absolutely no sense in leaving over utter silliness. Its not good for the global community (read my response to your "apparent leaving") and its certainly not good for us.
We need a strategy to fulfill those acknowledgements of yours above. We can do that, stronger together!
Remember: v1.00 really was never intended to have super-advanced squad tactics.. that was left for later releases as no AI out there in the industry has superior tactical maneuvers. No one. So if even paid devs can't design AIs that think errationally like a human tactician then how does one come up with scripts? We cope the best we can and try to find a middle ground.
Come on guy - WE CAN PULL THIS OFF ! There is absolutely no sense in leaving over utter silliness. Its not good for the global community (read my response to your "apparent leaving") and its certainly not good for us.
We need a strategy to fulfill those acknowledgements of yours above. We can do that, stronger together!
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
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#3
Posted 19 February 2005 - 08:33 PM
Larkins right with most of those points.
However i think we have established, atleast in my own work that the really good stuff is nerfed because of the following.
1) Lack of resources and power = fixed
2) Lack of choice of army lists at levels below insane = fixed in my mod.
So most of the issues are default AI issues and point 1 I believe is also fixed in the skirmish AI since you guys had lots of chats about it when i arrived. If not then the build queue needs looking at again since this makes the biggest difference to the AI early on.
If you want a test, go to the difficulty level folder you usually play on, find the list of stuff to build early on and replace everything except posts and engineers with scouts and sit back and watch what happens. It has no real effect on the AIs ability to build other than slowing its base building down by 5 minutes but it has a major effect on map dominance early on.
Stripped down build queues allow the AI to get out there faster but dont stop it buidling stuff using the update functions later.
The side effect is you dont get vehicles as early as you normally do.
Giskard
However i think we have established, atleast in my own work that the really good stuff is nerfed because of the following.
1) Lack of resources and power = fixed
2) Lack of choice of army lists at levels below insane = fixed in my mod.
So most of the issues are default AI issues and point 1 I believe is also fixed in the skirmish AI since you guys had lots of chats about it when i arrived. If not then the build queue needs looking at again since this makes the biggest difference to the AI early on.
If you want a test, go to the difficulty level folder you usually play on, find the list of stuff to build early on and replace everything except posts and engineers with scouts and sit back and watch what happens. It has no real effect on the AIs ability to build other than slowing its base building down by 5 minutes but it has a major effect on map dominance early on.
Stripped down build queues allow the AI to get out there faster but dont stop it buidling stuff using the update functions later.
The side effect is you dont get vehicles as early as you normally do.
Giskard
Edited by giskard, 19 February 2005 - 08:37 PM.
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