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Dawn Of Skirmish SS v3.20 AI Mod is now LIVE!


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#61 thudo

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Posted 09 December 2018 - 03:59 PM

None at this time, sorry.. we're too busy with existing projects to touch the Adv. Skirmish AI. :sad2:


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#62 SunRay

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Posted 24 January 2019 - 07:04 PM

Any news?



#63 thudo

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Posted 24 January 2019 - 07:51 PM

Sorry.. I've been far too busy with voice work. I have many hands in many projects and Adv. Skirmish AI for DoW1 (which has been proven time and time again for many years) is really low on the priority scale at this time.


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#64 Gambit

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Posted 24 January 2019 - 07:54 PM

Same here brother... Sorry.


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#65 SunRay

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Posted 25 January 2019 - 07:19 AM

You made my day sad  :sad:  :sad:



#66 SunRay

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Posted 25 January 2019 - 11:05 AM

Oh, I really think that you should take priority on Skirmish AI. It's really important thing for many and many players! It's your best work. Other mods such as Unification, Dark Angels, Ultramarines etc are good but they are not popular. Every 2nd player has installed Skirmish AI in Steam. (Because it can integrate in Vanilla, just copy ai folder into w40k, as you know). Also, if you will update it, I think you should focus on integrateble Skirmish without mod. I mean you should distribute it without mod, just ai folder and players will be able to install it to any mod.


Edited by SoulstormIsTheBestGame, 25 January 2019 - 11:10 AM.


#67 Kekoulis

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Posted 25 January 2019 - 10:02 PM

And what about the coders work on what they want?After all,they do it for free.

 

The skirmish AI is already good but these mods do need it to be finally finished.

And I wouldn't call them unpopular at all.Especially the Unification,which essentially has evolved into an expansion of each own,which pretty much intergrates almost every known mod project and balance submods(including Bugfix,Objective Points,FreeUI and the AI project-all necessary for the game).

 

Of course,we could always use more experienced coders to help up with the AI. ;)


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#68 thudo

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Posted 25 January 2019 - 10:40 PM

@Soulstorm..  yer very welcome to help update the AI also by putting forth a "proposed" PoC (Proof of Concept) pre 3.30 build of the \core and \races folder if you are so desired BUT the main dev team is busy with other obligations at this time.

 

The Adv. Skirmish AI is fine "as is" for now as it has been since almost, oh, a decade now last when 3.20 came out. Maybe, in time, we will, but even greater work is upon the community regardless.. <snicker>


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#69 BobikNaPomoike

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Posted 28 January 2019 - 07:23 PM

What??Are you really think that ai has not problems? You are badly mistaken!! There is a lot of problems!
1.AI uses effectless tactics. You should revise his tactics and make it more adaptive to map and enemy races.
2.Computer uses resources irrational, wrong prioritetes for builders. For example, on big map with many points(20 points per player) and ai has 1500 req and 0 power, he will build lps instead of generators but when generators are more needed!
3.Computer has bad ability system. Often he cast force commander's Orbital Bombardment to his own units. He should predict enemies movings. 
4.Computer became stupid on maps with many points(many time his cappers and builders just stay without action but if they are free - they always should cap free points and build lps, but not stay and do nothing) 
5.Computer build all HQ's in one point and when enemy attacks his base, AI looses all of his HQ and it's gameover. 
6.Computer attacks with A-Click (Not smart attacking, just click attack to enemy and that's all). But on specific maps there narrow passages and will be better if AI will attack from many positions. (For example, one army in main path, aircraft attacks in front) 
7.Computer returns with all his army if enemy attack him. But in many cases, half AI army will be enough to protect his base. (So, AI should not stop his attack, just send half army to defend and half army continiue attacking. It will be useful when there is not only one enemy)
It's only a little part of ai problems, which I could recall in short time. And sorry for my bad english.


#70 SunRay

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Posted 28 January 2019 - 07:28 PM

 

What??Are you really think that ai has not problems? You are badly mistaken!! There is a lot of problems!
1.AI uses effectless tactics. You should revise his tactics and make it more adaptive to map and enemy races.
2.Computer uses resources irrational, wrong prioritetes for builders. For example, on big map with many points(20 points per player) and ai has 1500 req and 0 power, he will build lps instead of generators but when generators are more needed!
3.Computer has bad ability system. Often he cast force commander's Orbital Bombardment to his own units. He should predict enemies movings. 
4.Computer became stupid on maps with many points(many time his cappers and builders just stay without action but if they are free - they always should cap free points and build lps, but not stay and do nothing) 
5.Computer build all HQ's in one point and when enemy attacks his base, AI looses all of his HQ and it's gameover. 
6.Computer attacks with A-Click (Not smart attacking, just click attack to enemy and that's all). But on specific maps there narrow passages and will be better if AI will attack from many positions. (For example, one army in main path, aircraft attacks in front) 
7.Computer returns with all his army if enemy attack him. But in many cases, half AI army will be enough to protect his base. (So, AI should not stop his attack, just send half army to defend and half army continiue attacking. It will be useful when there is not only one enemy)
It's only a little part of ai problems, which I could recall in short time. And sorry for my bad english.

 

 

 

+++++.
Also,

5 is easily fixable, I already made this in my AI version.

also, thud. You mean I should make my prototype of version 3.3? What you want to see there? I"m not really good in LUA and don't fully understand your project structure. But I know how to fix HQ Placements(just check condition to range between other HQ and try to build HQ's near safe Listening Posts).  


Edited by SoulstormIsTheBestGame, 28 January 2019 - 07:34 PM.


#71 Guest_Kais Klip_*

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Posted 21 November 2020 - 08:43 AM

Gents I'm raising this thread from the dead for a quick enquiry in regards to installing the AI part of this mod on an admin-restricted computer. 

 

I've been searching for hours, but what Sunray said caught my attention: '(Because it can integrate in Vanilla, just copy ai folder into w40k, as you know).'

 

If I have the mod downloaded but am unable to run it via .exe, can I really just paste the 'ai' folder into the 'W40k' folder of my Soulstorm location and the AI patch will take effect? 

 

Mass appreciation, 

 

Kais Klip



#72 Gambit

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Posted 21 November 2020 - 05:52 PM

...can I really just paste the 'ai' folder into the 'W40k' folder of my Soulstorm location and the AI patch will take effect?

Well, yes!!

The AI folder of this project, will override the vanilla files :thumbsupcool:


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#73 Guest_Kais Klip_*

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Posted 21 November 2020 - 07:31 PM

Wow, talk about elegance then... this is a slice for sure. 

 

To confirm, I just drag and drop to the W40k folder, not one of the subfolders inside said W40k? There’s no override/duplicate file warning that I would expect. The game is running, the version is unchanged (my version is 1.0 unpatched), but I haven’t touched SS in so long I can’t tell if the AI changed! 
 

If you could spare a moment for a bumbling mammalian, can I repeat the same action (dragging to W40k folder) for the rest of the mod changes? Where can I find the equivalent ‘ai’ folder, as it were, for the rest of the changes for this specific mod?

 

If anyone feels like teaching a man to fish, what I need is a crash course in manually implementing a mod (or specifically certain aspects of its changes) without running the .exe. Are there other bits of the ‘Unification’ collection of mods that I can drag and drop so simply and keep compatibility with Dawn of Skirmish? Or others you would recommend? Game is a blast to this day... 
 

You tech folks are ace!



#74 Gambit

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Posted 23 November 2020 - 02:51 PM

To confirm, I just drag and drop to the W40k folder, not one of the subfolders inside said W40k?

You should put the updated AI folder (maintaining folder structure), into the dxp2 folder!

So, the AI folder, must be put into dxp2/Data/

 

Regarding your other requests... It gets messy!

Depending on what you want to copy, conditions may vary.

For example, you can copy all the events and FXes from Unification - or ANY other mod. Or the icons.

And nothing will "break", in fact you will most possibly see visual upgrades!

Otherwise... It is trial and error. Especially when it comes to winconditions or new models.


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#75 Guest_George_*

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Posted 12 January 2021 - 06:55 PM

Can anyone safely download this?  Ever outlet I find is blocked.



#76 Moreartillery

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Posted 02 February 2021 - 07:39 AM

I really wish future versions allowed me to copy and paste the races folder from DC to SS. Right now there are only a two things preventing this, like the forcetech code and canspendmoney code in the tactics files.

 

 

Can anyone safely download this?  Ever outlet I find is blocked.

https://www.moddb.co...or-dowsoulstorm


Developer of the Cinematic Battles mod.

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#77 Markus Ramikin

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Posted 10 February 2023 - 12:37 PM

As someone who recommends DoWAI to people a lot, I've met multiple people who followed a link to moddb, saw "Black Templars mod", and freaked out that that's not what they want. So I came here looking for a more "neutral" download link to put in my Dawn of War quality of life guide, and... first download is blocked by browser because it's not HTTPS, while the second one is:

 

This file is no longer available due to a DMCA copyright claim filed by the party listed below.

This file has been taken down on 2016-09-15 by:

File Name: Dawn_Of_Skirmish_v3.20_SS_AI_Mod_Install.exe (896.32 KB)

Company: BSA Business Software

Internet rot is real.



#78 Guest_Markus Ramikin_*

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Posted 14 February 2023 - 09:08 PM

If you guys ever choose to work on base Dawn of Skirmish, I hope you look at this:

 

Recording: Youtube, in-game file (for some reason I can't attach files here)

Post-game stats: screenshot

Insane Dark Eldar here did literally nothing to defend themselves. Over 2000 unspent Requisition at the end, 3 squads of infantry that never did anything useful, just allowed me to destroy their base.



#79 Markus Ramikin

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Posted 18 February 2023 - 10:39 AM

Another fun fact: the AI is capable of teleporting freshly built Sluggas without a Big Mek attached or even fielded:

 

rec file



#80 Curse an Oath

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Posted 06 June 2023 - 06:11 PM

I welcome everyone!

Special thanks to the authors of this mod! No matter what anyone says, and the main task of the mod is completed, the bot can really keep the player busy for a while. Yes, in duels, the player will always be better than the bot, but then try "1x2", "1x3", I think then difficulties will arise. ;)

 

PS: can anyone suggest, how to make all bots mine, and not from each player?





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