DoW AI v1.2RC6 - IT SHOULD BE FINAL ! !
#21
Posted 20 July 2005 - 05:01 PM
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#22
Posted 20 July 2005 - 05:06 PM
http://www.flypictur...one&id=qtz2kao=
#24
Posted 20 July 2005 - 05:18 PM
Oozish.. I can't see the replay being @ work but are you finding adding those two extra squads at game start really affected things? Thats the only change since RC5 as I recall apart from moving eldar_tier2_research up 2 spots closer to the beginning of the research tree. However, I can imagine that would make a difference as a turret can't be proactive and get out onto the map and push enemies back. This is the reason turrets in DoW are just a frill. The real defense is a pure offensive push! That seems to be the case as to why the AI is now more brutal at securing its assets using infantry right near game start.
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#26
Posted 20 July 2005 - 05:29 PM
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#27
Posted 20 July 2005 - 06:02 PM
I'll need to figure out a serious strat to defeat it, and I have a hunch it might have more of a rush than you've seen from me before (with ASM's). Since I can't creep out and conquer territory (well, I can but if you watch the above replay you'll find I either made too many mistakes or that just doesn't work anymore)...then I'm going to have to put the enemy to sleep fast.
It's truly challenging. Any other beta testers on this map I"d love to watch and see how you do it. Cheers.
Now...post the release!
Edited by oozish, 20 July 2005 - 06:03 PM.
#28
Posted 20 July 2005 - 06:03 PM
The dancing code seems to hurt the AI because the dancing squads don't run away, they kinda run away, then turn around and run some other direction (they get hit whenever they change directions).
http://lerp.com/~sic...isc/RC6-ork.zip
http://lerp.com/~sic...0720.095254.rec
http://lerp.com/~sic...0720.100348.rec
http://lerp.com/~sic...0720.104348.rec
http://lerp.com/~sic...0720.105641.rec
I'll play as Chaos tonight.
#30
Posted 20 July 2005 - 06:13 PM
Well its either Guardians or Rangers as I cannot get DRs or WS that early on (it would kill the Eldar's economy that soon + we've tried as coders to get the AI to force build'em to no avail. Rangers are better as they've got a little more respect since v1.30 + excellent range now.I played one game on Harder and it wasn't challenging at all, so I went back to Insane and played 4 games as Ork. The Ork vs Eldar matchup is very bad (at least when it selects this particular unit mix?), Eldar made rangers.
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#31
Posted 20 July 2005 - 07:25 PM
If you watch the replays where I played as Eldar, I get the WS/DR aspect stone immediately after the FS and start pumping out WS/DR shortly after building 3 LPs.
Also, note that if it doesn't make rangers, that's a LOT of extra req to spend on WS/DR (80% of a squad, not including power, if it has 1 gen, that's enough to mass a ton of WS).
I guess my point is that it needs to balance getting troops with tech. Early game, it should go for lots of small squads, mid game it can reinforce them and tech. But, if it's entering the middle game stage and loses lots of troops, it should stop teching and revert to massing lots of small squads (running them away / avoiding combat).
Finally, it should be possible to implement a couple improvements to the micro code / infantry tactic, one: keeping squads together, two: detecting focus fire (based on "oh crap, squad 4 just took 800 damage, but squads 1, 2 and 3 are taking none") and running the focused squad away.
I'd like to work on some of this stuff for 1.3. 1.2 is pretty good, I especially like the lack of turrets.
#32
Posted 20 July 2005 - 07:45 PM
The dancing code seems to hurt the AI because the dancing squads don't run away, they kinda run away, then turn around and run some other direction (they get hit whenever they change directions).
Yes. There is something rotten with this code since v1.3. Worked better with 1.2. Shall I try to fix, shall we remove it or shall it stay for v1.2 mod as is ? Fix might take some time though.
#34
Posted 20 July 2005 - 08:33 PM
Yes.. 9/10 Ownnnnishs would likely approve! RC6 is fine as is. Its an amazing challenge + it works well under v1.30 which is itself the price of admission right there!I say get 1.2 out and then worry about it....
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#35
Posted 20 July 2005 - 08:41 PM
Edit : I think problem was like this :
squads with hold stance seem to get get low level (beyong lua AI) move instructions and therefore don't obey as expected. Now I set them on stand ground while dancing/broken and they seem to follow my command.
I did 2 tests and didn't see any back/forth movement after my fix.
I also fixed ork vehicle problem where they settle at 60 cap only building trukks.
Edited by LarkinVB, 20 July 2005 - 09:38 PM.
#37
Posted 20 July 2005 - 10:56 PM
Here's the replay of the RC6 game, me vs. harder Chaos on battleMarshes.
http://flypicture.co...one&id=qtz2l6o=
Edited by Markoso, 20 July 2005 - 11:27 PM.
#38
Posted 20 July 2005 - 11:03 PM
Larkins tweaked 1.2RC6
I also try to improve hard counter code. It stopped at tier2, now it stops only after 13 game minutes.
#39
Posted 20 July 2005 - 11:54 PM
http://www.flypictur...one&id=qtz2l6s=
Also, one observation, I noticed the Chaos Sorc wasn't being abused by the AI properly. If it had chains+doombolted me in that initial fight (after his building), I may not have won that one, or at the very least it'd have decimated my squads. Not entirely sure if it's possible to script it (that's one of those "Do it in every single occasion" type things).
#40
Posted 23 July 2005 - 11:25 PM
I viewed your replays and they are excellent examples of crippling the enemy with an early scout rush (in most cases); I realized right away that this was indeed a way to beat the CHAOS, since you of course are crippling their ability to achieve resources. I thought I was aggressive but this is the ultimate rush, which I've never reallly been too fond of (I like teching').
given that, I upload 'oozish vs. CHAOS ASM-style'...still, can't let the chaos tech too far but at least I get some cool units! LOL Check out this victory vs. CHAOS on HARDER @ Battlemarshes. PS: It's so cool to watch others replays, u guys are smart!
http://www.flypictur...one&id=qt/1k6U=
I think it speaks alot for the AI progress that if you let the enemy AI get some resources underway it's so difficult indeed! A fearsome enemy...some say..
*(giggle)* wait...that's ghey....try this,
muh hoo hahahaha!!
"DEATH FROM ABOVE!"
Edited by oozish, 23 July 2005 - 11:33 PM.
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