Anyone else have these problems?(AI 3.20)
#1
Posted 20 October 2011 - 05:47 AM
There's no way to limit the AI from building so much?
I also noticed something weird recently. Wych squads will only engage in ranged fire, and I just recently seen terminator veterans attack them in melee and they didn't even get tied up and kept using their guns.
#2
Posted 20 October 2011 - 03:28 PM
Ah you do realize this is MAP-DEPENDENT? Most maps this won't happen.. ie. 2p_Blood_River. Some maps with cramped start points there is a chance it might. Yes we are aware of this for years but its difficult to fix.The AI will build way more than what's required to reach the peak. Tau just mass up PoE till vehicles get stuck, IG build infantry command till there's no room(and it happens fast), Eldar later mass up webways till they engulf their base with their avatar and vehicles stuck there, Orks build too many banners that quickly surround their mech shop.
There's no way to limit the AI from building so much?
Again.. random events.. doesn't always happen. Wych will engage in CC if needed. Terminators.. assume they were the SHOTTY ones and not the Thunderhammer variants?I also noticed something weird recently. Wych squads will only engage in ranged fire, and I just recently seen terminator veterans attack them in melee and they didn't even get tied up and kept using their guns.
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#3
Posted 21 October 2011 - 08:12 AM
And some maps I used weren't even close to being cramped and they still trash their base. There's hardly room in any map for 20+ infantry commands or a dozen PoE. With resources set to low they're less likely to do it, but they become too easy in the process.
Edited by Ghoulz, 21 October 2011 - 08:19 AM.
#4
Posted 21 October 2011 - 11:34 AM
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#5
Posted 24 October 2011 - 03:42 PM
Dynamic Building Production off doesn't solve it. That only tells them to build 1 of each unit producing building, then fill the rest with PoE.
#6
Posted 24 October 2011 - 03:55 PM
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#8
Posted 24 October 2011 - 08:41 PM
Keep trying..I never even seen AI Wyches engage in CC yet.
As the late Steve Jobs said: "You are <doing> it wrong!" Obviously the AI is too easy for you then even on INSANE. We can only please half the people half the time. We even have half the community asking to make the EASY AI, well, even easier. No winz for us ever.I tried alot of maps cept 2p. Those don't last long enough for the AI to build alot of resources.
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#9
Posted 24 October 2011 - 11:50 PM
Why make em dumber? I like them retreating and using annoying abilities. Makes you hate seer councils, fire prisms, and earthshaker rounds.
Though, SMs have a bad habit of loading their troops into the orbital relay and not deepstriking them until they spot a human player. I can sit back and watch an ally destroy their base, lol.
#10
Posted 25 October 2011 - 02:35 AM
Except I have absolutely no idea what you are talking about, bro. Its almost as if you are NOT running the same AI we run. I think you need to reinstall something as thats NOT remotely the same AI we playtest on a regular basis. Sorry..Isn't the AI from DoS basically the same thing despite the difficulty change other than faster resources? The control panel decides everything or no? Would be perfect if it weren't for the Wyches acting up and some races digging their own graves with walls of useless buildings(Well, waaargh banners have guns on top:P).
Again.. not the AI we play with/against.Why make em dumber? I like them retreating and using annoying abilities. Makes you hate seer councils, fire prisms, and earthshaker rounds.
Depends on the circumstance, man. It all depends... some code we cannot change.Though, SMs have a bad habit of loading their troops into the orbital relay and not deepstriking them until they spot a human player. I can sit back and watch an ally destroy their base, lol.
90% of everyone we talk with love the AI but most find it too difficult to engage.
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#12
Posted 25 October 2011 - 09:10 PM
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#14
Posted 26 October 2011 - 01:40 AM
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#15
Posted 26 October 2011 - 08:33 PM
Yeah, they are smart as hell, cept SoB(stupid immolators mostly), they know who to target and where to strike most of the time. I still end up failing with a race like Chaos cause their anti-armor lacks long range capabilities. If Orks don't mess up their base they'll give me the hardest time.
#16
Posted 26 October 2011 - 08:48 PM
Yeah Tau in SS 1.20 is grossly IMBA. Having AI control then is asking for Hell on Earth.Ever test them 2 on 2 with alot of time passed? I usually do 2 vs 2 or more. Sometimes 2 vs 3, cause Tau for an ally steamrolls any race. I still dare not choose Tau for an enemy. 1 vs 1 is too personal for my tastes.
Yeah Orks feel weak to me in 1.20 but the AI uses them as best they can. Like I said, using official maps ie. 4p_Mountain_Trail is real fun.Yeah, they are smart as hell, cept SoB(stupid immolators mostly), they know who to target and where to strike most of the time. I still end up failing with a race like Chaos cause their anti-armor lacks long range capabilities. If Orks don't mess up their base they'll give me the hardest time.
Btw, tried using -dev then have all AI vs AI battles? Best sh*t going for DoW1.. makes troubleshooting faction mod AIs sooo much easier.
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#18
Posted 27 October 2011 - 01:26 AM
<installed Soulstorm path>\Soulstorm.exe -dev -nomovies
If you are adding a mod..
<installed Soulstorm path>\Soulstorm.exe -modname <mod name from its .module> -dev -nomovies
I usually launch it using a .cmd file as follows using the Dark Angels mod as example:
start soulstorm.exe -dev -nomovies -modname Dark_Angels
Btw, the autoexec.lua IS actually a text file, bro.
Mine looks like:
run = Cpu_ControlLocalPlayer() run = setsimrate(50) run = fog_toggle() --run = FOW_RevealAll() bind("F1","setsimrate(5)") bind("F2","setsimrate(12)") bind("F3","setsimrate(35)") bind("F4","setsimrate(50)") bind("F5","test()") bind("F6","test1()") function test() local count=World_GetPlayerCount() g_Player1=World_GetPlayerAt(0); if count>1 then g_Player2=World_GetPlayerAt(1); World_EnablePlayerToPlayerFOW(g_Player1,g_Player2,0); end if count>2 then g_Player3=World_GetPlayerAt(2); World_EnablePlayerToPlayerFOW(g_Player1,g_Player3,0); end if count>3 then g_Player4=World_GetPlayerAt(3); World_EnablePlayerToPlayerFOW(g_Player1,g_Player4,0); end if count>4 then g_Player5=World_GetPlayerAt(4); World_EnablePlayerToPlayerFOW(g_Player1,g_Player5,0); end if count>5 then g_Player6=World_GetPlayerAt(5); World_EnablePlayerToPlayerFOW(g_Player1,g_Player6,0); end if count>6 then g_Player7=World_GetPlayerAt(6); World_EnablePlayerToPlayerFOW(g_Player1,g_Player7,0); end if count>7 then g_Player8=World_GetPlayerAt(7); World_EnablePlayerToPlayerFOW(g_Player1,g_Player8,0); end Player_SetResource(g_Player1,RT_Requisition,9999); Player_SetResource(g_Player1,RT_Power,9999); end function test1() local count=World_GetPlayerCount() g_Player1=World_GetPlayerAt(0); if count>1 then g_Player2=World_GetPlayerAt(1); World_EnablePlayerToPlayerFOW(g_Player1,g_Player2,0); end if count>2 then g_Player3=World_GetPlayerAt(2); World_EnablePlayerToPlayerFOW(g_Player1,g_Player3,0); end if count>3 then g_Player4=World_GetPlayerAt(3); World_EnablePlayerToPlayerFOW(g_Player1,g_Player4,0); end if count>4 then g_Player5=World_GetPlayerAt(4); World_EnablePlayerToPlayerFOW(g_Player1,g_Player5,0); end if count>5 then g_Player6=World_GetPlayerAt(5); World_EnablePlayerToPlayerFOW(g_Player1,g_Player6,0); end if count>6 then g_Player7=World_GetPlayerAt(6); World_EnablePlayerToPlayerFOW(g_Player1,g_Player7,0); end if count>7 then g_Player8=World_GetPlayerAt(7); World_EnablePlayerToPlayerFOW(g_Player1,g_Player8,0); end Player_SetResource(g_Player2,RT_Requisition,9999); Player_SetResource(g_Player2,RT_Power,9999); Player_SetResource(g_Player3,RT_Requisition,9999); Player_SetResource(g_Player3,RT_Power,9999); Player_SetResource(g_Player4,RT_Requisition,9999); Player_SetResource(g_Player4,RT_Power,9999); Player_SetResource(g_Player5,RT_Requisition,9999); Player_SetResource(g_Player5,RT_Power,9999); Player_SetResource(g_Player6,RT_Requisition,9999); Player_SetResource(g_Player6,RT_Power,9999); Player_SetResource(g_Player7,RT_Requisition,9999); Player_SetResource(g_Player7,RT_Power,9999); Player_SetResource(g_Player8,RT_Requisition,9999); Player_SetResource(g_Player8,RT_Power,9999); end bind("shift+tab", "toggle_screenmode()") screenmode = 0 function toggle_screenmode() if screenmode == 0 then taskbar_hide() message_hide() ingame_select_ui_toggle() ingame_stats_toggle() screenmode = 1 else taskbar_show() message_show() ingame_select_ui_toggle() ingame_stats_toggle() screenmode = 0 end end
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#20
Posted 27 October 2011 - 03:24 PM
run = Cpu_ControlLocalPlayer()
That means autoexec.lua isn't getting called when -dev is run via your shortcut. Something up on your end.
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