Dawn Of Skirmish v1.1 is LIVE! Yipee!
#44
Posted 02 May 2005 - 01:31 PM
I don't think Guests can edit.
(I am using Firefox and it seems to work ok)
Flenser
Nope ya have to be logged in to edit yer message there Flensie.
We're gonna get going on script stuff starting today. Sofar I have you and Corsix to do raw theoretical work. The scripts right now are amazing thanks to Larkin and after further tweaking on the weekend they're even better. What we have to accomplish is only the good stuff now and looking very forward to working with you two.
TuD.
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#45 Guest_oozish_*
Posted 04 May 2005 - 11:04 PM
This shows something else is going on, a good use of resources I would say. The battle was mine, but hard fought...and alot of fun! I've played vanilla AI enough to really tell the difference here, in how the Ai is using it's resources.
Edited by oozish, 04 May 2005 - 11:05 PM.
#46
Posted 04 May 2005 - 11:32 PM
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#48
Posted 05 May 2005 - 03:06 PM
However, the game feels more cleaner now during gameplay. Now that prioritizations are set more effectively throughout, the AI uses a more balanced army.
I sent up another beta this morning putting back the script "ETA = 50".
Just remember: some maps (ie. Meeting of Minds) the AI really struggles due to the massively confining corridors although he was real REAL tough at a few times (1vs1 SM vs HARDER Eldar) and wow it was nasty. Eldar, however, is inheritently weak anyway so likely not a good test UNTIL tactics are implemented.
I killed him eventually by just holding off almost half the map with guarding marine squads and turrets.. sent in 10 HellfireDreads to keep em busy.. then four Landraiders after a minute to stir things up then the marine squads soon followed. Good fight but AI still thinks too much of the "massing mentality". No tactics.. yet!
Mind you, going through the unitstats.ai and re-implementing weapon addons for some units helped alot (ie. giving the Eldar Vyper the rocket upgrade now makes it super-nasty in packs.. Ouch!!).
Edited by thudo, 05 May 2005 - 03:09 PM.
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#49 Guest_Markoso_*
Posted 06 May 2005 - 02:13 PM
A function to return a value corresponding to the opponents race would be the most helpful thing possible for fleshing out Eldar AI (heh, dunno if such a function exists unfortunately, if it does, huzzah)
#50
Posted 06 May 2005 - 02:23 PM
Make sure you download the correct build though.. its now v1.2b5c. I have to clean the dir out as its looking semi-cluttered.
Btw, played 2 1vs1 SM vs Eldar HARDER on BattleMarshes and the first game I got my clocked cleaned! Second one I went straight to turrets 2 on left fortified LP and 2 on right one + scout guards fully reinforced. Helped alot this time and held them off until I got more marines.
Mind you, the AI will drastically capture LPs now much quicker so watch out for this. He's nasty trying to expand.
But yes.. Eldar, then Ork are the way to go. Since the revised unitstats.ai the Eldar now field DRs and WSs much faster and generally are now ready to have some tactic-code implemented.
Thanks for testing guys! Keep us posted on yor battle experiences.
Remember: 1vs1 AI is much harder to code then team-based AI. Note your alliance games and you'll see what I mean.
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#51 Guest_Markoso_*
Posted 06 May 2005 - 10:14 PM
Just gave Eldar a go, and here are some things I observed that bothered me. I noticed that the AI had a tendency to activate fleet of foot while engaging an enemy, in either ranged or upclose combat, and then continue to fight while in FoF mode, thus decreasing it;s effectiveness. Another issue I saw was that it was having some unheard of infatuation with building it's seer council. While the Seer council is indeed a valuable unit for disruption purposes, when it was on the losing side of the battle, it built the Seer council a number of times, only to have the 3 man squad decimated, rather then go for Reapers, or rebuild the far far far more precious Farseer (It's valuable, but only in certain situations, as it is most definately not a "core" unit and is by no means worth passing up the farseer, or hard counter infantry for as it is meant to supplement existing forces). There may be other issues, but I'll have to observe in more detail on my next test.
Also, read a few of the other threads, the expansionistic "attitude" the AI has developed is definately a plus as far as difficulty goes, as it provides pressure upon the player right from the start (though it loves to attack from the direction you're furthest away from >.>) I might try a game on Insane later...but I am fairly sure this build of the AI would stomp me without much trouble.
Edited by Markoso, 06 May 2005 - 10:38 PM.
#52
Posted 06 May 2005 - 10:41 PM
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#53 Guest_oozish_*
Posted 06 May 2005 - 10:56 PM
With this AI I tried playing regularly like I would at harder, and the eldar really beat me....badly. It was scary.
#54 Guest_Markoso_*
Posted 07 May 2005 - 01:26 AM
#55
Posted 07 May 2005 - 07:50 AM
So start was a challenge but afterwards AI was passive. Seems it never reached attack_rating limit due to wasting resources with buildings. Please stop that stupid turret building. I recognized there are still three of them with the initial build queue. Wasted resources as I never planned to enter his base without rockets which come early enough.
#56 Guest_oozish_*
Posted 07 May 2005 - 12:05 PM
Edited by oozish, 07 May 2005 - 12:06 PM.
#57 Guest_Markoso_*
Posted 07 May 2005 - 12:14 PM
#58
Posted 07 May 2005 - 12:25 PM
Please check eldar AI with the latest build. I found it lacked building vehicles and didn't build the spiders against orks Thudo was promoting.
#59
Posted 07 May 2005 - 03:38 PM
What I will do is disable Turret building at main base to field more troops at the start and cut down turret building again. Look for this build shortly on the site.
Thanks Larkin for your comments - sometimes I wonder what games you play and you probably wonder mine.
I don't see how changing the "rating =" values mostly for Eldar would cause problems. In fact, they make sense the way they are now! I will post them to you all to see if something gives. Maybe I need 2-3 opinions on it.
Thanks all for testing.. good to finally get more real-time critiques!
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#60
Posted 07 May 2005 - 08:11 PM
I'm pretty sure its caused by the changed ETA. I think you are now forcing quick builds, delaying builds which do have prerequisites.
I hope/wish Flenser will check this problem so I don't have to argue with you again Thudo. Wish you would better test your builds. Time support portal and you will see. Time spiders too. So we don't need to talk about facts.
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