Skirmish AI implemented and working in WA!
#21
Posted 29 September 2005 - 12:48 AM
But yep.. note how much has changed. So many balance changes and the tech tree is all different, to a degree. Really do not like the new Farseer voice - sounds like some has-been flirty valley girl on uppers. :(
Still.. AI for it has been coded and Larkin and I are tweaking it. FunFun..
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#22 Guest_Shingouki_*
Posted 29 September 2005 - 04:08 AM
I've done some major testing of what every abillity does to eldar now as I was getting a bit confused as to why they felt so different.
So some things you may not know
Banshee's are now MUCH tougher. They start off fairly similar to how they were other than gaining an extra 100 morale. However once you get call to war from the soul shrine it literally DOUBLES both HP and Morale. That means they now have 800 odd hitpoints each + 800 morale. Crazy. Not only that but the armour penetration of their weapons got a big buff vs marines. Just from Call to war. Disturbingly both accuracy and health upgrades still effect them meaning that they end up insanely good once you have all the upgrades.
The Dark Reapers changed a fair bit too. They are now a general purpose long ranged unit. All eldar units get a decent boost from the armour upgrades. Even guardians end up with around double hp by tier 3.
Warp Spiders are bizzare. They are now pretty much for use against Heavy infantry as well as Light. They get morale boost from the health upgrades for some odd reason. *Other units don't...*
Seer Council are rock solid now. Come with Witchblades, have commander armour and no less than 1200 HP. #
The Farseer seems weaker than ever at the start but stick her in a squad of banshees and use her as a spellcaster and she's normally fine.
Anyway there are loads of other big changes like this for all the races. I posted in the other thread about providing you with a detailed list of every stat that I compiled if you want it. Let me know by email, I have allready recoded the tech tree for Harlequins completely to make it WA compatible / balanced. So there are a shed load of changes that you'll need to know before we can get everything working with your AI again. I kept a log of every change don't worry.
#24
Posted 29 September 2005 - 02:20 PM
Still.. Eldar AI should first get DRs out then MAYBE we'll consider Banshees. If they are much better than before then coo... Should check to see if Rangers also are improved.
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#25
Posted 29 September 2005 - 11:03 PM
oozish here...ya, i saw that image post(s)...looks like too much work for me.There is none but I heard an Image Crack is available.
#26
Posted 29 September 2005 - 11:05 PM
Loaded up WA last night, it's good stuff. Vanilla AI definately got an improvement as well, that, or either SMs, or I, suck...badly. Also, tier 1 IG...man...they really don't need to defend all that hard, those flashlights of theirs tend to kill scouts just fine. In fact, they fight quite well offensively at tier 1 against my pathetic SMs.
Hey man, I'm feeling ya...I played SM vs IG on that new, first map in the list...I got clobbered each time. Seems the IG are a force to be reckoned with; I'm still not sure, but it really seems like the SM need some help defeating their very powerful gl's. I am enjoying playing the IG, the only other race I've really dabbled with. I think I'd like to learn more about them for sure.
AI I've read elsewhere has tanked badly with the release of WA...I'd have to disagree, it's definately better/harder for me.
#28
Posted 29 September 2005 - 11:10 PM
Where did you see this?Someone on the relic team said AI would be a major focus on the next patch.
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#29
Posted 30 September 2005 - 01:18 AM
Oozish, I agree that the AI seems to play better. I think that part of the "mixed" opinion about the AI on the relicnews forums is due to people playing with different settings.
For example, if I play a 3v3 game on Kasyr with AI allies, they never build generators if shared res is on. With shared res off, they do much better. I believe that is due to the "build a gen when we have less than min_power" logic. With the human player making generators, the AI never runs that low on power, so it keeps leeching power. That makes the human make more and more gens, which never achieves the result of a decent power income. I suspect that the usual player who wants to play team games with AI allies doesn't understand the impact of shared resources, so they don't turn it off before playing skirmish games. Then they have the perception that the AI is much worse than before (since the older AI didn't tech much or use much power).
On the other hand, when playing a 1v1 against the default WA AI, my only serious complaint is that it doesn't fight for map control in the early game. To someone who doesn't do that themselves, it's a non issue. Therefore, I suspect that most people who try 1v1 skirmishes have the perception that it's improved from the earlier AI.
#30
Posted 30 September 2005 - 01:58 AM
Thats interesting.. that couldn't be the reason why the AI is sometimes poor when a human ally is on the team? Just turn off Shared Resources and the AI works indepedantly. But wait.. there is NO CODE for the AI to leech resources off anyone AI or Human so how can that be a factor. AI doesn't even know how to delete units or buildings. The code has to be there for the AI to aware of it, no? Still.. worth seeing if Shared Resources makes a difference.they never build generators if shared res is on. With shared res off, they do much better. I believe that is due to the "build a gen when we have less than min_power" logic. With the human player making generators, the AI never runs that low on power, so it keeps leeching power.
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#31
Posted 30 September 2005 - 03:43 AM
In other news, I just played my first game against 1.5b1 in WA. I see that none of my "keep squads alive" code was integrated, so it's still very easy to run over the AI in the early game, exactly like 1.4. It was SM vs SM on Fallen City. I'll try IG vs IG on the same map next.
#32
Posted 30 September 2005 - 04:17 AM
As for the "keep squads alive" code - we need time to first do the basic stuff then we'll get the "good stuff" in. However, Exedrin.. since we haven't tested your code in WA conditions, can you integrate into v1.5b1 to see if it works cool and send it my way. I still like your idea for the early game - we're just busy getting WA working at the rudimentary level.. expansion has only been out.. ohh.. a week.. many places in the world don't even have it yet.. :(
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#33
Posted 30 September 2005 - 04:53 AM
#34
Posted 30 September 2005 - 05:41 AM
http://dow.lerp.com/...0929.223756.rec
Will the AI ever be able to put troops in buildings?
#35
Posted 30 September 2005 - 05:48 AM
Depends if Relic was able to put that code in. That and allowing the AI to repair buildings, focus fire, allow AI to use Infiltrate (Scout) or Rampage (Squiggoth), Inter-AI communications...Will the AI ever be able to put troops in buildings?
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#36
Posted 30 September 2005 - 06:05 AM
Btw the AI currently tries to tech to vehicles fast so IG starts with a 2 gen build and is even more vulnerable. But a squad more wouldn't make a difference against your attack.
Edited by LarkinVB, 30 September 2005 - 06:08 AM.
#37
Posted 30 September 2005 - 06:40 AM
With my changes, it almost survives SM vs SM scout rush. Without them, it's pretty easy (remember that "how fast can you beat the AI?" thread?). I'm not saying that InfantryTactic:AvoidDeath() solves all micro problems, just that it's a good starting point to build better micro.
As far as being inferior in numbers and having some sort of rigid build order, there's no reason that it has to have that. It should probably base the number of squads/gens it has on the number of squads/gens its opponent has.
Also, it can use terrain to some extent. I don't expect it to jump warp spiders behind a wall to avoid CC troops like a human will, but it can move thru cover on the way to some goal.
The primary reason it fails so badly against an aggressive attack is not because it can't focus fire, it's because A) it has squads all over the map, instead of all in one location and B) it lets squads fight it out until they're dead.
#38
Posted 30 September 2005 - 07:51 AM
I would also like to see your code were the AI can use cover to good effect in comba but I think it's not possible.
EDIT: To use AvoidDeath I need a new customstats.ai with IG and new units. Don't know the values.
EDIT2: Your code is incomplete as it won't put the squad into a substate. Therefore it will try to disengage only to get another order from attack/defendplan a second later.
Edited by LarkinVB, 30 September 2005 - 08:38 AM.
#39
Posted 30 September 2005 - 08:51 AM
The number is basically max squad size. I think the following numbers are correct.
guard_squad_enginseer = { unit_max = 1, melee = false }, guard_squad_guardsmen = { unit_max = 10, melee = false }, guard_squad_command_squad = { unit_max = 5, melee = true }, guard_squad_kasrkin = { unit_max = 10, melee = false }, guard_squad_assassin = { unit_max = 1, melee = false }, guard_squad_ogryns = { unit_max = 6, melee = true }, guard_squad_psyker = { unit_max = 1, melee = true }, guard_squad_priest = { unit_max = 1, melee = true }, guard_squad_commissar = { unit_max = 1, melee = false }, guard_squad_sentinel = { unit_max = 1, melee = false }, guard_squad_hellhound = { unit_max = 1, melee = false }, guard_squad_basilisk = { unit_max = 1, melee = false }, guard_squad_chimera = { unit_max = 1, melee = false }, guard_squad_lemanruss = { unit_max = 1, melee = false }, guard_squad_baneblade = { unit_max = 1, melee = false }
I'll integrate my stuff into 1.5b1 in the next couple days unless someone else does it. Also note, I don't really consider my code finished. There's issues with melee staying set to ranged forever and it still spreads stuff all over. I guess you could consider it an attempt to improve "B" above.
Regarding the lack of using a substate, the unintentional effect is that squads get pulled slightly out of firing range until they form a big wall of ranged fire. Which brings up another point, I haven't tried to tune it for melee units.
Edited by Excedrin, 30 September 2005 - 08:58 AM.
#40
Posted 30 September 2005 - 11:24 AM
I'll integrate my stuff into 1.5b1 in the next couple days unless someone else does it.
I'm currently adding it to my 1.5b2 , makes it 1.5b3 . Needs serious testing as I did some code cleanup which might easily mess the fragile substate system.
EDIT: Did submit to Thudo. Disabled AvoidDeath() for CC as they went back/forth often.
Edited by LarkinVB, 30 September 2005 - 07:04 PM.
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