A current list of what needs to be considered and/or addressed/optimized in Dark Crusade v2.3, AI-wise.
This will be updated every other day so we can keep track of whats complete and whats on-going..
** New Addition Today - Apr 26/07
Chaos
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-- Possessed Chaos infantry seem to fight in RANGED mode once they have their flamer upgrade. This is not a wise decision because they can use both weapons (flamer and CC) in melee.
Eldar
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-- AI takes longer than it should to turn FoF off once its troops have engaged and takes ages to turn it on when they're moving/running.
IG
==
Necrons
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-- Would be nice to see some tomb spyder harvest. Seems they are never at the right place to do it. Perhaps the AI can remember the place where a warrior squad died and set the spyder to IsAttacker = FALSE, doing some harvest there.
Q: There are much closer Strategic points with buildings, but the army disengages all the way back to the the base. There must be something wrong in the detection of wether there is a builing on the Strategic point or something.
A: This behaviour is intended. The closest point is not necessarily the best point. Usually you want something like a near save point which is also close to your base. I therefore use a system of attraction points to solve this problem. It's very obvious if you look at the input parameters of the function:
CpuManager:FindClosestFriendlyBaseOrStrategicPoint(vFromPos, vCloseTo, bNoThreat, bNoThreatOnPath, bMine)
Request: Would be nice if it can be optimized so slow necrons will choose one near the attack point if they retreat to minimize their slow back/forth crawl distances.
Orks
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SM
==
Tau
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-- Etheral Commander used its bombardement ability vs cloaked CSM. This is likely the similar prob when the Tau Commander used its powerful shot vs cloaked units
-- 2 fire warrior squads were pawned by invisible rangers. Tau had no or too few detectors and the FW squads got broken but were still milling near rangers for a long time. They were useless, decimated, reinforcing etc for some minutes.
-- Invisible stealth suits were capping. Guardians were approching same point, waiting till point was capped. Then the got shot and retreated. This was a bad decision. They should either a) move on as soon as a point is capped and they can't shoot the capper or b) wait and decap immediatly even under ineffective fire.
-- Tau commander should not do early harass vs FS without jump ability. Her spell will kill him or render him useless due to low health.
Misc
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-- AI seems to ignore damage taken from enemy LPs (i.e. Tau Fire Warriors runs forward and camp beside an enemy LP to fire at some other targets)
-- A better LP2 threat evaluation would be nice. No need for 6 shootas/guardians/marines to attack a LP2 on their own as they get killed. Still they do. Attacks on LP2 should only be performed by heroes, units which outrange it or other building killers. All others should not try at all.
-- Default DC AI seems to retreat their troops to regroup and rebuild, rather than sending out to front line even when greatly outnumbered.. the Advanced AI mod does not?
-- AI seems to force ranged units like Ork Tankbustas to advance right into the enemy instead of staying at range and just shoot. They were on the defense defending some LP with banners but decided to move into an eldar army worth at least 2000 strength.
-- There is a limit of max workers on repair/building a single object. More won't do no good at all. I think 3 max is good enough for all races. Not sure wether Arkhan can figure how many are already working on a single object.
-- All Hero and attachable units for all factions show avoid attaching to their own infiltrated squads (if applicable)
AI DC v2.3 To-Do list - Updated: Apr 26/07
Started by thudo, Dec 18 2006 06:19 PM
2 replies to this topic
#1
Posted 18 December 2006 - 06:19 PM
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#2
Posted 11 January 2007 - 09:11 PM
List Updated with one IG addition.
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#3
Posted 26 April 2007 - 04:05 PM
List Updated based on some tester observations.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:
Dawn of War Advanced AI Headquarters
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