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Skirmish AI 3.10 RC1 - Post Comments In Thread


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#1 thudo

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Posted 01 December 2008 - 02:11 PM

Changes:
- DarkEldar -- removed Hellion strategy
- DarkEldar -- tweaked Haemonculus attachment code
- Added a slight capturing improvement

This is probably the final internal release before we go public.

TESTERS: if you don't find anything too outstanding, then we're ready to go live with this.
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#2 Inquisitor

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Posted 01 December 2008 - 04:26 PM

Looks good! I'm down with a nasty flu, so I will not be able to test the next couple of days.

I'm sure that this will be a successful release!

Edited by Inquisitor, 01 December 2008 - 04:27 PM.

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#3 RobertW7928

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Posted 03 December 2008 - 01:44 AM

You Limited the Dark Eldar Rend Soul Ability, Corrosion & Soul Storm to only utilize in the line of sight would it be possible to do so for other abilities like Exorcist Lock on missile (i don't remember the name exactly & too tired to check right now) & Earth shaker rounds against squads (maybe)?

#4 Maktaka

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Posted 03 December 2008 - 04:31 AM

DarkEldar -- removed Hellion strategy

Nice, thanks!

We'll see if I'm still thankful after the Dark Eldar more reliably wail on me.

#5 troubadour

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Posted 03 December 2008 - 07:55 PM

i think some Bo could be improved to tend to what is used online in AM mode - i have 1 vs 1 gale in my mind :
- early harras with IG CS
- do not reinforce first FW squad but used req to build new FW squad in order to outsquad ennemy

Small things here and there but nothing outstanding....

#6 thudo

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Posted 03 December 2008 - 08:04 PM

- early harras with IG CS

Hmm.. is that not suicidal and specifically why using Commander Rushes is a bad thing hence the reason we don't do it for the AI? If you do it, then the AI will simply send the IG CS to his death as it cannot intelligently wait for other support squads to pull off the rush. Its delicate timing.

- do not reinforce first FW squad but used req to build new FW squad in order to out-squad enemy

Oh right.. make the Tau even more nastier. :shiftee: I think Tau AI has it handed well in most games that early on but then again do we need to begin reinforcing when the second FW squad is out? Might be nitpicking.
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#7 jureidinim

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Posted 05 December 2008 - 07:18 PM

Seems to be less issues reported - so a release is imminent? ;)

#8 ArkhanTheBlack

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Posted 05 December 2008 - 07:45 PM

Agreed! Makes no sense to hold it back anymore...

#9 mdcertainty

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Posted 07 December 2008 - 10:29 AM

This all sounds very good to me. I want to get slaughtered by this nicley finetuned AI :p

Edited by mdcertainty, 07 December 2008 - 10:33 AM.

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#10 jureidinim

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Posted 07 December 2008 - 08:58 PM

This all sounds very good to me. I want to get slaughtered by this nicley finetuned AI :wink_new:


Same here.. looking forward to some good, refined AI play.

C'mon guys.. let it loose! :p

#11 troubadour

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Posted 08 December 2008 - 08:23 AM

I have no major bug to report so i think it is release time and the community wait is over
Moreover since AM is still broken, the AI mod is more needed than ever, i stop whining but you see what i mean...

#12 thudo

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Posted 08 December 2008 - 02:05 PM

Good for me -- we release TONIGHT! :)
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#13 dark40k

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Posted 09 December 2008 - 09:55 PM

I thought you may find it interesting for the massive battle wincondition when playing orks: I have a rule that appears to be able to workaround the max cap limit for orks (I started a thread on the subject in the Adeptus modificatus).

I believe it is probably much too late for this release (rule is at beta state anyway). But would you be interested that I try to look on how to include it in MassiveBattles.scar?

#14 ArkhanTheBlack

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Posted 09 December 2008 - 11:13 PM

I believe it is probably much too late for this release (rule is at beta state anyway). But would you be interested that I try to look on how to include it in MassiveBattles.scar?

Solving this problem would be even worth a hotfix. Good luck with it. I hope you get it working! :D

#15 Inquisitor

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Posted 10 December 2008 - 08:30 PM

I have been playing a mega 3v3ai tonight. 82 minutes! Everybody commends the AI and it played like a dream. We played vs. 1 DE, 1 Necron and 1 SM. I will provide a battle report with highlights if requested.

I have a bug report: One of my friends installed the game to the root of his F:\ drive and he can't install the mod. It would be really nice if this was supported. Another ting regarding the installer: I requested that the installer would ask or install profiles and army colors from the the standard game (a big thing). This is real easy to do and I offer my support if needed.
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#16 thudo

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Posted 10 December 2008 - 08:40 PM

One of my friends installed the game to the root of his F:\ drive and he can't install the mod. It would be really nice if this was supported. Another ting regarding the installer: I requested that the installer would ask or install profiles and army colors from the the standard game (a big thing).

Hmm.. but the installer detects where Soulstorm resides. Not quite understanding why its not finding it.

As for profiles/army colours being Xferred.. yeah I guess: thats a quick fix by the user mind you. How often do we release DoW Adv. AI updates? Like 2x a year and now thats likely going to be it unless we get Soulstorm 1.3.
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#17 Inquisitor

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Posted 10 December 2008 - 09:50 PM

One of my friends installed the game to the root of his F:\ drive and he can't install the mod. It would be really nice if this was supported. Another ting regarding the installer: I requested that the installer would ask or install profiles and army colors from the the standard game (a big thing).

Hmm.. but the installer detects where Soulstorm resides. Not quite understanding why its not finding it.

As for profiles/army colours being Xferred.. yeah I guess: thats a quick fix by the user mind you. How often do we release DoW Adv. AI updates? Like 2x a year and now thats likely going to be it unless we get Soulstorm 1.3.

I guess you should be able to reproduce it if you change HKEY_LOCAL_MACHINE\SOFTWARE\THQ\Dawn of War - Soulstorm\InstallLocation to the root of a drive, e.g. C:\ and see what your installer suggests the install location to be.

Regarding the profiles, my friends use a lot of custom army colors and schemes and sound settings, so it would be a big help if installing the mod would be "transparent" in this regard. :p
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