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Skirmish AI 1.8 beta 8 ready for testing!


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#1 thudo

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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!
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#2 Slash

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Posted 04 July 2006 - 02:05 AM

its not unziping for me :(

#3 thudo

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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!
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#4 Slash

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Posted 04 July 2006 - 04:11 AM

i donno it gives me some error....im using winrar by the way.....ill try downloading it again

#5 thudo

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Posted 04 July 2006 - 04:13 AM

Hmmm.. tested with my WinRAR and it works as well.
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#6 Zenoth

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Posted 04 July 2006 - 05:01 AM

Just wanted to point out that it un-zipped fine for me.

I'll try to find the time to test and post tomorrow (July 5th). Night shifts are burning me from the inside out lately.

Alright, peace !

#7 Slash

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Posted 05 July 2006 - 01:48 AM

ahhh i found the error....its a long story, its working now :p...im gonna test it tomarrow and prolly post the commments on the same day

#8 Corsix

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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 :p 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.
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#9 Slash

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Posted 05 July 2006 - 09:16 PM

I got the same results as Final Death and agree on his comments, i just couldnt find anything else other than the stuff he said.

Edited by Slash, 06 July 2006 - 12:31 AM.


#10 JBird

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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,
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#11 ArkhanTheBlack

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Posted 06 July 2006 - 03:56 PM

Thanks for feedback! I removed the buggy commissar execute ability, changed the vyper support to 1 (didn't know that!) and made some other minor adjustments.

We're packaging now for release! :p

#12 Finaldeath

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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 :p

(Note: I don't know if you still have the hard limit of 1 for each of them, you might have changed it :p ).

#13 thudo

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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.
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#14 Finaldeath

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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.

#15 LarkinVB

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Posted 06 July 2006 - 09:59 PM

Better commander attachement code ;-) ?

#16 Finaldeath

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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. :D

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 thudo

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Posted 07 July 2006 - 06:05 PM

Oh its getting released QUITE soon alright.. :)
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