Skirmish AI implemented and working in WA!
#1
Posted 24 September 2005 - 06:23 AM
Went in right off when I bought the expansion! HappyHappy.
No more IG using the vanilla AI - its advanced now!
Features:
o Builds all buildings and runs addons for them as usual (builds both infantry and vehicle buildings to increase cap when it needs to)
o Builds most squads (some I am tweaking as they cause crashes - no biggie)
o Upgrades all LPs randomly at Tier2 as well as Turrets (if ever built).
o Use Command Squads and randomly upgrades them.
o Behave well under the Advanced AI scripts we've created.
I'll have to give this over to Larkin and team to make some changes since this is our first stab at an officially released new faction that has its own gameplay elements.
IG is all about defense and slowly creeping across the map to win. They cannot engage like animals - they live and die by being defensive.
I'd like to see them garrison into defensive buildings when overrun but we don't know if that code is in since v1.40?
Still.. its working much more easily than I thought. Quite happy indeed.
More as this develops. I just got the expansion a few hours ago so I need some time to ensure it crash-safe and competitive.
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#3 Guest_Guest_*
Posted 24 September 2005 - 09:14 AM
My allies (SM) , only a short distance away, just built up an impressive army while this was going on and did bugger all to help me. In fact they maxed out both caps and still just sat there. As soon as I died they set off en masse and attacked the nearest enemy...too little too late. Their nearest enemy was IG so they weren't being bothered much at all.
I'm a crap player so I didn't mind losing and I don't really play to win or lose just watch how things work, but just annoyed at the vanilla ai doing nothing to help me. So roll on your next release, vanilla is just a waste of time if these games are anything to go by
#5
Posted 24 September 2005 - 03:55 PM
Also, the IG's Generators are bizzare - they're the first to look like a chocolate bar. All sideways and not vertical. Makes base building on small maps with small buildspaces at startpoint a pain! NEvertheless, the AI did real well on 2p_fallencity (map I normally test on).
After having played them I'm a little shocked how *generic* they look compared to Steel Legions. The LPs look, basic.. while the static turrets are HUGE! When you garrison troops in buildings the building being garrisoned should show how many are in or just look occupied - in the game they don't :(
As mentioned, the buildspaces needed for the Vehicle building and Mars Pattern are crazy. And yet build a BaneBlade and it still has problems negotiating through the base. Ugh!
Oh and BaneBlade.. Is it supposed to be terrible against enemy buildings using only its main gun at a distance? In Steel Legions, the StormBlade can "vapourize" buildings (its a Titan killer though) but I gather BaneBlade's are close super-heavy assault.
Anyway.. I just woke up after last nite.. whewww.. I am quite eager to get going and get our first AI build with IG integration out.
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#7
Posted 24 September 2005 - 04:37 PM
I won't be long.. lots of people still don't have the expansion and Australia got real hoozed! Esshh! However, its run superb and love the ORKS.. The balance seems good now and it runs mods fine as far as I've seen. No major issues other than the Mods + Sargeant thingy. New ModTools should help with that!
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#9
Posted 24 September 2005 - 10:35 PM
Did you already extract the abilities folder ?
I've also extracted all the files from WA, so if you need anything just let me know
#11
Posted 25 September 2005 - 04:51 PM
Handing it to Larkin for appraisel real soon now. It needs improving over the next many days especially since many ganeplay features are different since v1.40. Lack of techtrees is huge! Eldar/Ork lost 50% of their techtrees! W00t! Makes it easier to manage.
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#13
Posted 27 September 2005 - 01:29 AM
OF A COPY ! ! !
Update: Just completed my new WA research tree examination of the WA expansion's original factions. Relic did a # on these man.. shheshh.. Changed so much but should now have a good research queue for the 4 original factions in WA.
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#15
Posted 27 September 2005 - 01:25 PM
Anyway, last nite was putting the tech tree so it'd would work. Its organized now.
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#16
Posted 27 September 2005 - 08:03 PM
The base WA AI is improved over 1.4, I'm not sure if it's because internal stuff changed since the lua stuff looks mostly unchanged, but it definitely tries to keep its stuff alive longer. The biggest problem with it in my opinion is that it doesn't fight for map control in the early game. If I attack with a starting squad, the AI's capping units get chased off much too easily.
Also, I've been trying to actually use the Vindicare Assassin, but he's tough to get out when the game's not already over. I've heard that he kills any infantry in one shot. One shot killing a terminator is pretty impressive.
#18
Posted 28 September 2005 - 11:54 PM
Edited by thudo, 28 September 2005 - 11:55 PM.
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#20
Posted 29 September 2005 - 12:23 AM
Edited by Markoso, 29 September 2005 - 12:25 AM.
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