Skirmish AI 1.8 beta 8 ready for testing!
Started by thudo, Jul 03 2006 03:18 AM
16 replies to this topic
#1
Posted 03 July 2006 - 03:18 AM
Beta Testers - Go at em..
Major Changes:
- Various value tweaks to Max Squad Sizes and Squad/Support Caps for all factions.
- Updated AI chokepoint defensive tactics
This one looks final for a v1.8 Public Release! Its now completely v1.50 compliant!
Major Changes:
- Various value tweaks to Max Squad Sizes and Squad/Support Caps for all factions.
- Updated AI chokepoint defensive tactics
This one looks final for a v1.8 Public Release! Its now completely v1.50 compliant!
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
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#3
Posted 04 July 2006 - 02:08 AM
I just tested it - unzips fine.. whats the error? I can resubmit it to the server if necessary.
Thanks Slash for testing!
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
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#5
Posted 04 July 2006 - 04:13 AM
Hmmm.. tested with my WinRAR and it works as well.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
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#8
Posted 05 July 2006 - 09:05 PM
From Finaldeath, as his internet is playing up:
Okay, did a few test games. I won't detail my report right now, it was a 63 minute game, haha! (2v2v2v2)
Basically, some problems;
- Commissars are still executing themselves. Since it isn't fixed in 1.5, can it be removed? It kills the squad they are attached to (IE: instantly -200 morale, /2 healing regen!)
- In longer games, if the AI can, they should cap all points possible. I had defeated 2 of the teams and neither my ally nor enemy capped the points of the enemies I defeated. My ally was partly in "dead mode" due to being attacked and me not being right there to defend him. If a squad of cheap men, if the AI lacks resources, can be sent out on capping missions during the entire game, it'd rock.
- Can vehicles detect the machine curse spell casting upon them? If so, they should retreat if its cast on them I never noticed this happen.
- The better skimmers - Land Speeder and Vyper - should perhaps be built, if at low resources, more often. 1 pop cap each, and low costs (with the vyper now being anti tank, both getting health/armour upgrades) are nice.
- I'd love to see a valid ranged commander squad now Psykers are lower in cost - this is, for example, 1 commissar (for a lot more morale), and 3 psykers, set at ranged stance, so they can use their powers.
The AI worked for the most part better then before, good job. If I think of anything else I'll mention it.
Okay, did a few test games. I won't detail my report right now, it was a 63 minute game, haha! (2v2v2v2)
Basically, some problems;
- Commissars are still executing themselves. Since it isn't fixed in 1.5, can it be removed? It kills the squad they are attached to (IE: instantly -200 morale, /2 healing regen!)
- In longer games, if the AI can, they should cap all points possible. I had defeated 2 of the teams and neither my ally nor enemy capped the points of the enemies I defeated. My ally was partly in "dead mode" due to being attacked and me not being right there to defend him. If a squad of cheap men, if the AI lacks resources, can be sent out on capping missions during the entire game, it'd rock.
- Can vehicles detect the machine curse spell casting upon them? If so, they should retreat if its cast on them I never noticed this happen.
- The better skimmers - Land Speeder and Vyper - should perhaps be built, if at low resources, more often. 1 pop cap each, and low costs (with the vyper now being anti tank, both getting health/armour upgrades) are nice.
- I'd love to see a valid ranged commander squad now Psykers are lower in cost - this is, for example, 1 commissar (for a lot more morale), and 3 psykers, set at ranged stance, so they can use their powers.
The AI worked for the most part better then before, good job. If I think of anything else I'll mention it.
#10
Posted 05 July 2006 - 09:46 PM
I'm sorry, but I'm on a 56k connection for 3 more weeks so the 50 mb 1.5 is too much to download for now. In 3-4 weeks I can resume beta testing if you want, but for now I have to run 1.41. I'll check back here from time to time. Email me at cnc3500@hotmail.com if you want to cancel my beta test job or w/e..
Thanks,
-JBird
Thanks,
-JBird
#12
Posted 06 July 2006 - 05:37 PM
I forgot to add, the land speeder and vyper both got beefed up weapons. Can the amount an AI produce be altered/increased to 2 or perhaps even 3? The AI uses them quite effectively with the jump capabilities
(Note: I don't know if you still have the hard limit of 1 for each of them, you might have changed it ).
(Note: I don't know if you still have the hard limit of 1 for each of them, you might have changed it ).
#13
Posted 06 July 2006 - 05:41 PM
For the Skirmish AI:
Eldar Vypers have a random max limit of 2-3 allowed at one time.
SM Landspeeders have a random max limit of 4-8 allowed at one time.
Eldar Vypers have a Support Cap = 2
SM Landspeeders have a Support Cap = 1 **BUT** Max Cap = 10
So I believe thats plenty.
Eldar Vypers have a random max limit of 2-3 allowed at one time.
SM Landspeeders have a random max limit of 4-8 allowed at one time.
Eldar Vypers have a Support Cap = 2
SM Landspeeders have a Support Cap = 1 **BUT** Max Cap = 10
So I believe thats plenty.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
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#14
Posted 06 July 2006 - 08:18 PM
Excellent, will have to test.
Out of interest, for a change, can we try implementing specific attack strategy builds with certain units, which are randomised.
This is for a later beta, but what I mean is;
- Possibility of dropping dreadnaughts for 3-4 landspeeders (and thus research for more then one dreadnaught too), which go to help cap points.
- Sticking and defending in tier 1, never attacking, heh. Attacks a few points and never the enemy base. Fortifies SP's.
I don't know, meh. Could use a bit better variety in some of the AI's actions which could make it more effective.
Out of interest, for a change, can we try implementing specific attack strategy builds with certain units, which are randomised.
This is for a later beta, but what I mean is;
- Possibility of dropping dreadnaughts for 3-4 landspeeders (and thus research for more then one dreadnaught too), which go to help cap points.
- Sticking and defending in tier 1, never attacking, heh. Attacks a few points and never the enemy base. Fortifies SP's.
I don't know, meh. Could use a bit better variety in some of the AI's actions which could make it more effective.
#16
Posted 07 July 2006 - 06:01 PM
I've barely had time to do a few tests of the AI larkin, haha
adding in my code to the beta's takes actually quite a bit of time. I could give you what I have to test, I guess. I still need to add to it for some situations, and hopefully add a better morale regen check - to attach to units like Khorne Beserkers, to get back morale instantly.
If it gets released *soon* I will endeavour to provide some altered code so it can be added to a beta for testing.
I will also look at doing the command squad changes I suggested, possibly with several different options or something.
adding in my code to the beta's takes actually quite a bit of time. I could give you what I have to test, I guess. I still need to add to it for some situations, and hopefully add a better morale regen check - to attach to units like Khorne Beserkers, to get back morale instantly.
If it gets released *soon* I will endeavour to provide some altered code so it can be added to a beta for testing.
I will also look at doing the command squad changes I suggested, possibly with several different options or something.
Edited by Finaldeath, 07 July 2006 - 06:02 PM.
#17
Posted 07 July 2006 - 06:05 PM
Oh its getting released QUITE soon alright..
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
Dawn of War Advanced AI Headquarters
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