Patch 1.04 is out.
#21
Posted 16 April 2007 - 11:51 PM
#22
Posted 17 April 2007 - 12:30 AM
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#23 Guest_Guest_*
Posted 17 April 2007 - 07:34 PM
I'm not finished with GDI, but I also hope that this would help AI modders some help with patching up the AI.
#24
Posted 17 April 2007 - 08:01 PM
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#25
Posted 17 April 2007 - 09:52 PM
Btw, has anyone noticed that different colored AI does have "personalities"? I've strongly noticed that Orange Steamroller Nod, usually gathers units almost 100% of the time in their base before attacking. The units usually hang around... I dunno, since my computer lags alot with big maps, and brutal steamrollers. But they do hang around there until there is alot of units. Most AI sends out units immediately, and some colors are stronger than others.
Major request is that there will be units to guard the base even when there are defenses in place. Patrols are a must like the funny YR one where the AI uses GI's to patrol Refineries. Of course, I want the patrols to be everywhere. AI focuses way too much on defense near refineries, and outposts.
#26
Posted 17 April 2007 - 10:13 PM
#27
Posted 17 April 2007 - 10:19 PM
Hmmm.. since when does COLOUR factor into a Skirmish AI's overall behavour? Never ever noticed d00d and I run 10 tests on average per day. Its completely random.. AI is noted to doing wierd stuff every game.Btw, has anyone noticed that different colored AI does have "personalities"? I've strongly noticed that Orange Steamroller Nod, usually gathers units almost 100% of the time in their base before attacking. The units usually hang around... I dunno, since my computer lags alot with big maps, and brutal steamrollers. But they do hang around there until there is alot of units. Most AI sends out units immediately, and some colors are stronger than others.
That can be arranged. I really REALLY hate what the AI does on expansions and IT HAS TO STOP!!! Putting key tech buildings and super weapons is dumb DuMb DUMB !!!! Expansions need Refineries, Warfactory, and Defenses. Securing it for resource consumption is absolutely key. All Power Gens and Tech stuff goes back behind the line. Waaayyy back!Major request is that there will be units to guard the base even when there are defenses in place. Patrols are a must like the funny YR one where the AI uses GI's to patrol Refineries. Of course, I want the patrols to be everywhere. AI focuses way too much on defense near refineries, and outposts.
Oh man... dying to start coding this AI ! ! !
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#28
Posted 18 April 2007 - 01:06 AM
Vote results from Command and Conquer FileFront, for: "What do you Miss Most from Tiberian Sun in C&C3?"
34.3%
54 - Firestorm Walls
22.9%
36 - Burrowing Units
17.1%
27 - True Stealth Generators
12.7%
20 - Ice going 'Crick Crick'
12.7%
20 - Nothing at all!"
I personally voted for Walls. Nothing else really was a good choice. True Stealth Generators were heck of annoying, especially when NOD just turtles.
I feel that there could be some music improvement, the music in CNC3 is way different than the other Tiberian games.
Well the Powerplants should be scattered everywhere, but should be in the back.
Lastly for this post, I like how the NOD and GDI AI do this funny circle of anti-air defenses with the Outposts. Looks cool. lol.
#29
Posted 18 April 2007 - 01:17 AM
Scattered everywhere to a point. To avoid being Superweapon'ed.. yes...scatter em.Well the Powerplants should be scattered everywhere, but should be in the back.
As long as defenses FACE THE ENEMY and thus are on the periphery of his base I am happy. This should be possible as the C&C3 AI can position Refineries to face Tiberium fields.Lastly for this post, I like how the NOD and GDI AI do this funny circle of anti-air defenses with the Outposts. Looks cool. lol.
Should be fun to code the AI.. hopefully in a week or two.
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#30
Posted 18 April 2007 - 03:22 PM
Defenses have rotatable turrets, so it doesn't really matter what way they are facing, just so long as they are on the outskirts of the base. Unless the defenses have directional armour like vehicles, in which case, facing would be key.As long as defenses FACE THE ENEMY and thus are on the periphery of his base I am happy.
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#31
Posted 18 April 2007 - 03:32 PM
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#32
Posted 18 April 2007 - 09:10 PM
Walls and gates to make nice looking bases. I can't help but waste time on building a pretty base while the AI fights off the AI while I'm in my nice little own world. I hope gates are still able to be implemented in CNC 3, as there aren't any right now. Would suck. :(
#34
Posted 21 April 2007 - 06:10 PM
Oh and, I have just noticed this huge thing.
GDI (and maybe Nod) AI NEVER build Tiberium Silos! It was so obvious, but I let it slip past by me...
#35
Posted 21 April 2007 - 06:46 PM
Bahahah! Like they ever need too since their spending like drunken sailors.GDI (and maybe Nod) AI NEVER build Tiberium Silos! It was so obvious, but I let it slip past by me...
Btw, having alot of fun (and diress) having the Skirmish Ai control my faction while I act as an informal economic advisor. AI does some dumb stuff but it can move units faster than I could while I go around and do other tweaks to improve its preformance. Now imagine having the game modded as I do to run 3x faster so everything moves/builds waaaaaayyy too fast. Talk about good training. Playing against a HARD AI has alot more meaning as you have to micro like an SoB! :O
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#36
Posted 22 April 2007 - 07:23 PM
I still hate the new Worldbuilder.
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