No, I don't expect you to see it in 1vs1 games or small maps or AI vs AI games. I expect that Thud and Arkhan and everyone else would have seen it and commented on it if it were an issue there.
It's the huge epic 6 Player and 8 Player games where many different factions of AI are on the field and you are playing as the Eldar -- something where you get into tier 3 and tier 4 and the imbalances or the unfairness starts to show up or starts to pile up. It's like an ongoing or prolonged handicap for the human player and the AI allies. You just see that they aren't doing as well in the long run, and it happens over and over again from one map to the next.
Possible causes are many and thus hard to pinpoint.
1) It could be a slight built-in hardcoded favoritism for the Plain Vanilla 1.41 AI enemies.
2) It could be a specific Plain Vanilla 1.41 handicap on the human player's production capabilities shining through.
3) It could be the fact that the human player playing as the Eldar loses each and every skirmish that he fights from the beginning of the game until he is overrun 30 or 40 minutes later, a tiering thing, or a tier 3 and tier 4 thing over the long haul.
4) It could be nothing more than two enemy AI uniting their forces and heading straight to the human player's base first, instead of spreading the misery around to the AI allies as well.
5) It could be an imbalance in the Eldar's prolonged long-term production or research, or the fact that the Eldar units and tanks and research are just now too expensive for the new capabilities of the 1.75 enemy AI.
6) It is definitely a function of medium and larger maps, aka prolonged gameplay with many different AI factions on the field, a human in the mix and an AI ally on the field as well.
7) Or, it could be a combination of all these things.
But, I do thank you guys for taking the trend seriously and looking into it!
If there is really something to my observations and if there really is a trend, and large portions of the Skirmish Mod or many factions of the Mod are unwinnable at the HARD setting on the largest maps and the longest games in balanced team play, then Thud and Arkhan can be aware of it and be prepared for it when they get into work on version 1.80.
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EDIT:
Other things to consider:
A) Oh, and before Thud does his selective thing and blames it all on large unofficial maps that he isn't going to support, I must again emphasize that the majority of these observations regarding a possible Eldar Nerf in 1.75 were done on 4P Mountain Trails. It's a Mountain Trails issue, and thus a valid issue for Thud to consider and observe.
B) I also considered the issue here:
http://forums.revora...showtopic=31095after I had a couple of more days to think about it.
It could be nothing more than the fact that the 1.75 Enemy AI has gotten progressivly and noticeably better over time in the AI Skirmish Mod, while the production and research capabilities of the human player have not changed one bit to compensate for the massively improved enemy AI. This most recent theory of mine doesn't explain everything, but it can go a long ways towards explaining some of the prolonged long-haul large game things that I'm witnessing in 1.75 of the AI Skirmish Mod, at the HARD setting (also known as the normal average setting) of the mod.
C) It could also be that I'm just too old and not a good enough player for the the AI in the AI Skirmish Mod, but during the betas, I seemed to get wins easily enough at the HARD setting on the 1vs1 maps as the Chaos, SM, and IG. There's two parts to this game: the tier 1 and tier 2 online rush play that Relic has to make sure that they get right, and then there's the huge map prolonged Tier 4 epic gameplay against the AI that also has to be balanced and fixed and looked into by everyone involved.
Edited by ThetaOrion, 14 April 2006 - 01:55 AM.