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Skirmish AI 3.0 Beta 7 (Release Candidate 1) - Post Comments In Thread!


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#21 LarkinVB

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Posted 06 April 2008 - 10:18 AM

More observations :

1. DE hellion strategy3 is fail. They build the first hellion squad just as they also tech to T2 (minute 6+). Much too late as they have to fight all T1 with just mandrakes and archon.

2. DE tend to attack with insufficient army as Zenoth already mentioned, sometimes only with archon. If this is harass it is deadly as harassing farseer + army just with archon will lead to his death.

3. DE enemies have problems with harassing invisible mandrakes. Is it possible to force early detectors in case your enemy has invisible T1 squads ?. Mandrakes were dealing damage to gathering eldar army for a long time. Eldars didn't retreat, they just did not know what hit them and accepted the damage.

4. Is it possible that the 'AI will attack sooner' change is backfiring ?

5. Sad that CompassMove() is disabled. Now jumping squads like warp spiders get killed in CC as they won't warp to retreat.

Edited by LarkinVB, 06 April 2008 - 10:30 AM.


#22 thudo

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Posted 06 April 2008 - 02:11 PM

We can determine position of buildings to a point BUT when DC came out it introduced a bug that randomly places important buildings in areas we don't want. We cannot fix this.

We are getting REAL close.. when I start to see less and less issues coming up this is a good thing! :p

Damn.. I re-enabled CompassMove in Tactic.ai and tried a 2vs2 Hard Necron AI on 4p_BrokenLands.. CRASHED near the end of a long game.. Damn damn!!!
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