Master Thudo on the AI for CNC3.
#121
Posted 05 April 2007 - 06:09 PM
Still.. we need C&C3 WB Tools to get moving on editing the game. Can hardly wait. Hearing it should happen between now and Apr 15th!
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#122
Posted 06 April 2007 - 02:45 AM
No but wait.. your game condition was FFA. This is a simply 1+1 and NOT 1vs1. Try it.. its seems VERY peculiar to have the game allow this. Doesn't make any sense to have an all ally game does it?
Normally, I play team games but not FFA very often.
#123
Posted 06 April 2007 - 08:08 PM
Seems real silly EA forces the user to see that each time. COME ON PEOPLE! This is the new millenium! We're the INSTANT GRATIFICATION generation. We wanted perfection last week! GET WITH IT!
Anyway.. C&C3 is getting to me.. its.. well.. boring..
I love playing as both GDI and Nod (Nod especially as I love the theme of Kane's faction and I've always loved the POWER OF THE OBELISK but thats just little filthy me ) but can this game NOT be just about spamming Tier4 ubers and who gets to the Superweapon first wins?
I mean I get to Avatars so fast now and I can just build 5-8 of em and thats it. My friend builds the same in Mammies and bahhhhh..
I soooooooo need to enhance this Skirmish AI. We played on Hard-Balanced and it was challenging up until we secured our bases of "defenseive holes" then moves north to royally BUTT KICK! I never get a chance to fire the Nuke kuzz the enemy is dead before the countdown. Bahhhh!
Anyway.. hope EA can rebalance ALOT of this game.
- Lessen Tank Spam
- Make infantry more effective
- Drop Nod's Avatar price a little as Mammies are waayyy too cheap for what you get
- Avatar should have a better way to upgrade to those weapons - sacrificing its own units seems silly
- Scrin's Hero unit is so much better than the Nod/GDI's eqivalent but I digress
- Tweak their AI a little as noted in my recommendations
- Two words: World Builder!
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#124
Posted 06 April 2007 - 08:19 PM
I've just played a match with Scrin(me) + Scrin(Hard Steamroller) vs. Nod(Hard Balanced) + Nod (Hard Balanced, 10% Handicap). My fellow invader got kinda pwnd as both enemies sent 90% of their forces exclusively against him. I was able to defend my base with only two Storm Columns!
I wonder if this just happened accidentially (had a similar situation before though), or if AIs tend to attack other AIs more than human players. If so then it seems pretty pointless to me, as you want the human player to be under some pressure, not the other AIs...
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Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
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#125
Posted 06 April 2007 - 09:34 PM
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#126
Posted 06 April 2007 - 09:45 PM
#127
Posted 06 April 2007 - 10:21 PM
Great game but still needs alot of help from both the devs and the community to make it truely a classic.
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#128
Posted 08 April 2007 - 12:28 PM
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.
PM if interested.
#129
Posted 08 April 2007 - 01:27 PM
I'm updating my list + some general tweaks which can hopefully make it ingame. I don't want such a massive list but the sooner you all see it and debate it then EA has em the faster we MIGHT see them ingame.
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#130
Posted 08 April 2007 - 09:21 PM
Brutal Scrin Turtle beat the shit out of Brutal GDI and Nod Turtle, it was just insane.
#131
Posted 09 April 2007 - 02:48 AM
Defunct? I'm not sure that some of the options in gamedata.ini are working properly..
//Harvesting Data
//SupplyBoxesPerTree = 90
ValuePerSupplyBox = 3200 //Each "supply box" is 1 harvested chunk of tiberium.
SupplyBoxesPerTibCrystal = 64 //This is how many boxes there are in each crystal before it goes away.
As you see, I edited supply price and how many per "crystal", but the tiberium still disappears just as much when I test AI vs AI. Not sure about SP, but I was loaded most of the time.
I will have to give more time into testing.
#132
Posted 09 April 2007 - 03:24 AM
Btw, how are you doing AI vs AI battles? Just playing 2vs2 and having both AIs face each other? Thats what I do.
Btw, I'm finding something odd: we're playing mp with medium-balanced AIs and they actually preformed better than Hards and up. WTF? Something must be seriously borked with Hard and Up AI as Mediums actually teched well and did things better than HARD+.
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#133
Posted 09 April 2007 - 03:32 AM
Save the environment, use green text
Some Bullshit Somewhere
#134
Posted 09 April 2007 - 04:46 AM
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#135
Posted 09 April 2007 - 05:08 PM
We are living in a post-common sense society.
#136
Posted 09 April 2007 - 05:20 PM
Hmm.. I thought you cannot get custom data stuff ingame without putting it into the big file? Thats the only way to add in new inis and such.
Btw, how are you doing AI vs AI battles? Just playing 2vs2 and having both AIs face each other? Thats what I do.
I was doing FFA AI vs AI and played the Langley Airbase SP GDI mission on my first edit for testing. I almost seemed to always have about 9000 credits.
I extracted the files with that new beta BIG program and drag-dropping it into Misc.big with FinalBIG.
#137
Posted 09 April 2007 - 06:20 PM
I'm at least glad EA allowed C&C3 to sell yer MCV at gamestart and the game will continue. One thing about the C&C3 AI - its bloody unpredictable every game with the same maps, faction, and startpoints. I want the AI to tech consistantly and work with a little rigidness in some areas. It simply doesn't tech fast enough. I'm dying to get at it and form a small AI team to get things moving fast!
Seeing a super-previous TEMPLE OF NOD in the frick'n center of a map of an AI's expansion with no protection around it is NOT COOL! Grrrrrrrr.
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#138
Posted 10 April 2007 - 07:30 PM
Any way im going to do some testing now and i was wondering if i can be in your AI team
#139
Posted 10 April 2007 - 07:36 PM
We got some cool work to do when we'll be able to modify the AI.
TuD.
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#140
Posted 10 April 2007 - 09:11 PM
And what i mean by power is not just sending a non stop wave of units mybe build 4-5 mammouths and advance at once
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