Skirmish AI 1.8 beta 1
#1
Posted 12 May 2006 - 02:59 PM
Changes:
- Improved mine placing to lay mines in enemy direction at critical and strategic points
- Improved captureplan for better performance, threat detection and strat analysis
- Improved the 'on the fly' gathering for the attack plan and also added it to defendplan
- Improved defendplan to gather troops instead of doing nothing when they feel not strong enough to defend
- Fixed an support allies bug in attackstrategy and defendstrategy
- Added a detection for critical situations to the AvoidDeath method in infantrytactic.ai to save units for once, before it's too late
- The code also contains all changes and fixes Larkin coded in my out-time in april (Improvements in Pathing, Capturing, Tactics, etc.)
There are additional smaller fixes I can't remember now, but these are the key points. I've sent the AI to Thud and he should upload it soon. I only have this strange feeling that we lost our beta testers... .
#2
Posted 13 May 2006 - 02:11 AM
I only have this strange feeling that we lost our beta testers... .
I'm still there.
Actually I'm back into the "PC scene" since, what, about a few weeks only. I've been very, very busy, and eventually I did lost interest into PC "hobbies" for a while, I admit. That includes gaming, testing mods, creating mods (for Oblivion) and, well, pretty much anything you can do when you got a Monitor, a Keyboard and a Mouse in front of you.
But, enough about me.
I'm back, and I kept reading the forums, even though I didn't post.
As soon as Beta 1 for version 8 is up, I'll test it and post results, as I did before.
#3
Posted 13 May 2006 - 01:47 PM
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#4
Posted 13 May 2006 - 09:01 PM
Moreover I think in a 1n1 it is too rare that bugs or issues get revealed. So playing at higher matchups seems to be helpful.
As soon as it gets uploaded I will test it together with my friend so the AI has to face two different ways of playing.
Regards Q.D.
#5
Posted 13 May 2006 - 09:03 PM
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#8
Posted 16 May 2006 - 12:13 AM
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#10
Posted 16 May 2006 - 05:09 PM
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#11
Posted 17 May 2006 - 01:44 PM
Yes, I made some changes. Defendstrategy had a bug which resulted in 'extremly' supportive behaviour, regardless of their support factor. Actually if the AI is attacking it should now support earlier and if it is defending it should support a bit later. If they react a bit too lame, an increase of the support factor should help. Values in the range of 1,5 to 3,5 should be okay. The higher the more supportive! It's a bit of an experience value at the moment.Just curious: has the "help allies" code changed or been tweaked? I noticed a relunctance when AI allies try to help other AI allies? Is there a way to ensure they always help out fellow allies even aggressively?
#12
Posted 17 May 2006 - 05:44 PM
for me the game crashed (quit without a message).
It is a fresh DOW with only the AI installed....
Some observations so far:
- The repair code works like a charm - while idle builders are repairing damaged buildings until they get a build comman
- Mine placement works and is really annoying if you try to get critical points back
#13
Posted 17 May 2006 - 06:38 PM
Since the log file is rewritten each game, you've to save its content before you play another game. It's easy to figure out if the crash was caused by the AI. If the file does not end with "CpuManager: End AI Think", then it's an AI crash. It's also helpfull to know which map you were playing.
#14
Posted 17 May 2006 - 07:29 PM
a) Map Name: 4p_into_the_breach
b) # of Players: 4
c) FFA or Alliance: Alliance
d) Factions Played Against: SM(me) + Orcs(punni) vs SM + CSM
e) Who Won: Team 1
f) Difficulty Level: Hard
g) Build: v1.8 Build 1
h) Replay: Download here!
i) Comments:
- There is not much to say about this game - the AI has serious problems with early harassment.
In the replay you can see that the AI gets totally messed up because of it. The next time we will play on a bigger map, so that there will be more place for development for the AI.
Regards,
Q.D.
Edited by Quietdeath, 17 May 2006 - 08:50 PM.
#15
Posted 17 May 2006 - 07:34 PM
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