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quiet_man

Member Since 02 Feb 2005
Offline Last Active Apr 30 2005 07:41 PM

Topics I've Started

GameData["res_gather_bonus_insane"] = 2.000000

26 February 2005 - 04:05 PM

GameData["res_renew_bonus_insane"] = 2.000000
GameData["res_gather_bonus_insane"] = 2.000000

I tryed to see what happens:
city map, nice big place for base with a narrow bridge for access, works very well with turrets in front and generators back

Eldar
AI1005 at 21232 r 13045.497070313 p 9161.3076171875
Avantar, good vehicles but should go for better infantry late game

Ork
AI1001 at 21236 r 86.489776611328 p 11434.890625
strong early but fails to build up forces late
to much weak infantry late game, never got squiggoth

Chaos
AI1002 at 21240 r 244.92504882813 p 14694.94140625
slow early, strong late game
Deamon, vehicles, few terminators

Space Marine
AI1003 at 21104 r 6770.4672851563 p 12238.943359375
strong over the hole game, the deepstrike vehicles are very annoying when fighting them
AI1003 Wanting to build: space_marine_squad_terminator_assault
I never saw SM Terminators in game??? I will check again

quiet_man

Increasing AI Resources on retreat/defence plan

20 February 2005 - 12:02 PM

I can't get the "Player_SetResource" to work from .ai files
I tryed "Player_SetResource(player_id, RT_Requisition, 200)"

I also searched the DLLs for other commands, like from resource_manager, but found nothing

any ideas?

to bad I have only limited time to spend on this, but I think I understand now a few parts of the ai scripts. As you are much ahead on the building and general strategy stuff, I'm looking for specific tactics/improvements.

Currently I'm looking into the retreat and defence plan thing, on many maps it is easy to trap the AI, e.g. at an narrow passage or simply at an edge that makes the ai units drop into your defences one by one

What I'm thinking of is the check on retreat if the assault was fended of with few losses by "trapping",
if the ai was trapped then I want to give it an resources boost to rebuild it forces, the next step would then to try to avoid the trap

quiet_man

Accelerated AI Testing

04 February 2005 - 11:01 PM

something to accelerate testing:

add "-dev" to the start bat
@w40k.exe -dev -modname dowai

add following to the "autoexec.lua"
(if you haven't, creat it in DoW folder, same as the above bat)

bind( "F1", "slow()" )
bind( "F2", "play()" )
bind( "F3", "fastForward()" )
bind( "F4", "test()" )

function slow()
setsimrate( 1.5 );
end

function play()
setsimrate( 8 );
end

function fastForward()
setsimrate( 32 );
end

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, 10000);
Player_SetResource(g_Player1, RT_Power, 5000);
end


Regards,
quiet_man