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#21 LarkinVB

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Posted 03 August 2005 - 05:06 PM

Not that easy as start position is often used in gamecode and will be the same even while hq is destroyed.

#22 thudo

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Posted 03 August 2005 - 05:44 PM

Actually, no. Remember in the vanilla AI when you destroyed his HQ and base he would rebuild it somewhere on a nearby LP? Yep.. remember this but we disabled that telling the AI to build all assets at startpoint or closeby. In vanilla AI he built assets all over so it wasn't uncommon to see generators near the front line - which was utterly dumb as no pro players keeps his income generators that close to potential threats. Right now, the AI is superb with keeping its "stuff" near to where it can be secured. However, the consequence was that it does this for everything including rebuilding an HQ in an area under threat.

The code is there that changed this - its working great but disallows the HQ from moving UNLESS we allow for secondary base creation as backup.
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#23 Excedrin

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Posted 03 August 2005 - 07:31 PM

Looks like lots of progress since the last time I checked.

One point, seer council is built in Eldar vs Eldar games.

#24 Quitch

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Posted 03 August 2005 - 09:39 PM

I don't see why any non-Chaos race would ever need more than three builders.

If the second squad is doing the mid-capture you're only increasing the chances of it being a wasted squad IMO. If you want to seriously capture a mid point you need to get your first squad there and you need to LP it right away. Otherwise your opponents first squad turns up after getting their SP half-way through you capping, and as the code currently stands the AI then stops capping, thus the squad is wasted because my first two squads capped and yours didn't, gg AI.

#25 LarkinVB

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Posted 03 August 2005 - 09:49 PM

Thanks for the well done !

#26 thudo

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Posted 04 August 2005 - 04:24 PM

Publishing v1.3b2 on site tonight. Tested it and it sofar looks solid.
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#27 oozish

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Posted 04 August 2005 - 08:32 PM

Larkin, just reading over your change list...looks really awesome! Thank God you didn't leave the team! Anxiously awaiting the next release; and preparing to give the Eldar another go shortly.

#28 LarkinVB

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Posted 04 August 2005 - 09:49 PM

The Threat assessement for Engineer is important as too many times an engineer will just build when an area is assaulted.


What's the range for rocket launchers ? Most threat evaluations in the AI code check for 30 radius area which seems to be too small sometimes.

#29 oozish

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Posted 04 August 2005 - 10:15 PM

Ok, who is beating Eldar with SM on Blood river...I want to see a replay! difficulty harder, latest build.

come on and post one!

#30 Quitch

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Posted 04 August 2005 - 10:36 PM

The Threat assessement for Engineer is important as too many times an engineer will just build when an area is assaulted.


What's the range for rocket launchers ? Most threat evaluations in the AI code check for 30 radius area which seems to be too small sometimes.

<{POST_SNAPBACK}>


HBs are 35 so MLs will be at least that.

Ok, who is beating Eldar with SM on Blood river...I want to see a replay!  difficulty harder, latest build.

come on and post one!

<{POST_SNAPBACK}>


I've got the latest beta now so I'll beat them tomorrow for you :p

#31 oozish

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Posted 04 August 2005 - 11:08 PM

good, I have to see! I'm having such trouble with those bastards! I'll be very interested to see how you do it. I'm using latest build as well.

#32 Quitch

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Posted 04 August 2005 - 11:18 PM

I don't see b2 yet, has it been uploaded?

I'll wait on b2 first then post a replay.

Edited by Quitch, 04 August 2005 - 11:23 PM.


#33 Quitch

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Posted 04 August 2005 - 11:21 PM

If the second squad is doing the mid-capture you're only increasing the chances of it being a wasted squad IMO.  If you want to seriously capture a mid point you need to get your first squad there and you need to LP it right away.  Otherwise your opponents first squad turns up after getting their SP half-way through you capping, and as the code currently stands the AI then stops capping, thus the squad is wasted because my first two squads capped and yours didn't, gg AI.

<{POST_SNAPBACK}>


Let me withdraw that until I've done some testing on what I think are appropriate maps.

#34 thudo

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Posted 04 August 2005 - 11:40 PM

v1.3b2 comes tonight!
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#35 oozish

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Posted 05 August 2005 - 03:34 AM

I don't see b2 yet, has it been uploaded?

I'll wait on b2 first then post a replay.

<{POST_SNAPBACK}>

b1 is ok...that's what I was referring to.

#36 LarkinVB

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Posted 05 August 2005 - 05:51 AM

Better test with b2 (online now) and don't forget replays so I can check stupid eldar moves.

#37 thudo

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Posted 05 August 2005 - 06:33 AM

Larkin - I'll fix some of those changes mentioned. Build runs real smooth! No issues.
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#38 LarkinVB

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Posted 05 August 2005 - 06:40 AM

I still found some FoF issues while FS is attached and also some plats detach issues while squad is capturing. Will fix them asap.

#39 Quitch

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Posted 05 August 2005 - 09:38 AM

Snapped my first CD taking it out the case today so testing will have to wait until at least tomorrow.

#40 oozish

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Posted 05 August 2005 - 01:31 PM

PLEASE put this same focus and attention to detail for SM!



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