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Dawn Of Skirmish DC v2.30 AI Mod is now LIVE!


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#21 LarkinVB

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Posted 26 May 2007 - 01:03 PM

Arkhan said that bunkering and transport code is broken in the relicnews DowXP thread. Perhaps a hotfix can be done, together with the donations code.

I also noticed that eldar did not use entanglement at all. I can see the code to use it but couldn't locate any research to get it. Is it for free ? If yes it is strange that I can'tg remember any battle were it was used.

Brighlance skimmers are not doing damage but reduce armor. Perhpas they should be limited in numbers so that they match the number of armor damage dealing units. No need for 3 brightlances without any squads which can do some hurt.

Edited by LarkinVB, 26 May 2007 - 01:07 PM.


#22 thudo

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Posted 26 May 2007 - 03:34 PM

I'll investigate the Entanglement.

IG Bunkering works perfectly. Rhino transporting.. it works as it should. I thought Rhinos act as "transport buses" going back and forth to the front even if there are no squads to take? Its like a scheduled bus ride goes to and from even with no paid travellers. :p
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#23 LarkinVB

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Posted 26 May 2007 - 04:05 PM

Arkan said it is broken. He should know better than you and me, right ? Perhaps it is just broken with DoWXP.

http://forums.relicn...;postcount=4471

Edited by LarkinVB, 26 May 2007 - 04:07 PM.


#24 thudo

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Posted 26 May 2007 - 04:09 PM

Yes I saw that the other day but thought that was more with DoWXP? Not sure what degree the IG Bunkering is broken as they bunker fine here. Lets wait and see. :p
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#25 thudo

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Posted 26 May 2007 - 07:42 PM

Update! Found the problem..

Here is the new dynamic code:

self:DynamicResearch("eldar_ranger_infiltration_research", 1, 50, 50, 0, 0, "eldar_squad_rangers", 1)
	self:DynamicResearch("eldar_warlock_ability_research", 2, 150, 75, 0, 0, "eldar_guardian_squad", 2)  --mysticism
	self:DynamicResearch("eldar_warlock_ability_research", 2, 150, 75, 0, 0, "eldar_squad_seer_council", 1) --mysticism
	self:DynamicResearch("eldar_plasma_grenade_research", 2, 25, 75, 0, 0, "eldar_guardian_squad", 2)
	self:DynamicResearch("eldar_exarch_ability_research", 2, 100, 100, 0, 0, "eldar_squad_banshees", 1) --Call of War "warshout"
	self:DynamicResearch("eldar_haywire_bomb_research", 3, 50, 100, 0, 0, "eldar_squad_warp_spider", 1)
The problem was that the prereqs for Embolden was too high. It required 3 Guardian squads in Tier2 to be around which is unlikely. I reduced it as well as to allow for the presence of the Seer Council to trigger it. Also, note the cost of the Banshee's exarch ability? Its 100,100 so corrected it.

Thank you Larkin for spotting that! Well done!!!!
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#26 ArkhanTheBlack

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Posted 26 May 2007 - 10:12 PM

The transport/bunkering bug is also active in DOS AI 2.3. However, the nature of the bug is that bunkering and transport code only works with activated donation code. But that's not all. The real 'highlight' is that the donation code itself is bugged too, and doesn't work at all at the moment. :p
I've fixed those bugs now. When I'm finished with the rest of the DowXP AI, we should release a hotfix for the AI mod.

#27 thudo

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Posted 27 May 2007 - 01:28 AM

I've fixed those bugs now. When I'm finished with the rest of the DowXP AI, we should release a hotfix for the AI mod.

Superb news indeed! :p
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#28 LarkinVB

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Posted 27 May 2007 - 08:39 AM

You can send me the fixed code for a few test games if you'd like to.

#29 LarkinVB

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Posted 27 May 2007 - 11:15 AM

I've read that necs only have max 4 turrets for each hq. Will there be a problem with the requested 6 in the strategies if this can't be achieved like getting stuck with this request instead of moving on with the next stuff in the queue ?

EDIT: Tested and it seems to cause no problems.

Edited by LarkinVB, 27 May 2007 - 04:53 PM.


#30 LarkinVB

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Posted 27 May 2007 - 03:00 PM

Update! Found the problem..

The problem was that the prereqs for Embolden was too high. It required 3 Guardian squads in Tier2 to be around which is unlikely. I reduced it as well as to allow for the presence of the Seer Council to trigger it. Also, note the cost of the Banshee's exarch ability? Its 100,100 so corrected it.


EDIT: I think 3 guardians or 1 seer council for warlock ability and 2 guardians for plasma grenades is perfect.

Edited by LarkinVB, 27 May 2007 - 04:53 PM.


#31 ArkhanTheBlack

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Posted 27 May 2007 - 10:33 PM

You can send me the fixed code for a few test games if you'd like to.

I'll send it to you as soon as I've updated the DOS AI with the new changes.

#32 thudo

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Posted 28 May 2007 - 01:10 AM

I think 3 guardians or 1 seer council for warlock ability and 2 guardians for plasma grenades is perfect.

Done! :xd:
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#33 LarkinVB

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Posted 28 May 2007 - 02:19 AM

Arkhan can you fix the problem where bonesingers do not jump to a build position ?

JumpBuilder()
DoBuildBuilding()

is not working as intended.
No idea why but I tested and bonsingers prefer to walk from HQ to the build positions. They manage to jump back afterwards to HQ. I tried but could not get those buggers to teleport though the build position was in jump distance.

#34 mdcertainty

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Posted 28 May 2007 - 07:43 AM

Rhino transporting.. it works as it should. I thought Rhinos act as "transport buses" going back and forth to the front even if there are no squads to take? Its like a scheduled bus ride goes to and from even with no paid travellers. :)


Okay, i haven´t seen it that way :xd: ...... :) .

LarkinVB, thudo and ArkhanTheBlack good work with the bunkering fix coming up... like always you guys doin´ a great finetuning to the ai :lol: . Thanks!

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#35 LarkinVB

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Posted 28 May 2007 - 09:00 AM

I think MoveToDisengage got a bit messed up imho. For example FindClosestFriendlyBaseOrStrategicPoint() doesn't seem to check for the minimum and maximum distances. I find that warp spiders do not teleport out of CC as they used to do.

EDIT: The version I posted wasn't working that well (even worse sometimes). Guess for the hotfix we should keep the old one.

EDIT: There is something broken with jump units and MoveToDisengage(). WS don't do it as they did before, tau commander will never jump out of CC.

Edited by LarkinVB, 02 June 2007 - 12:18 PM.


#36 ArkhanTheBlack

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Posted 12 June 2007 - 09:41 AM

I've sent the new 2.4 version to Thudo for upload for the beta testers (if there are any left). It's pretty much the current DowXP AI. Therefore I don't expect much problems...

#37 LarkinVB

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Posted 12 June 2007 - 04:04 PM

Great ! I'm still available to test.

#38 thudo

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Posted 12 June 2007 - 04:19 PM

Good good.. we'll need those superb testing skills.. standby!
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#39 troubadour

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Posted 14 June 2007 - 04:05 PM

I am still around, just finishing UFO-ET and playing DOW-XP 4.02

I am waiting faithfully DowPro - Withchunter - DaemonHunter release so i have time for testing v2.4

#40 thudo

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Posted 14 June 2007 - 04:09 PM

I'll be sending the first 2.4b1 build up tonight for testing.
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