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Finaldeath

Member Since 14 Jan 2006
Offline Last Active Jan 28 2007 03:18 PM

Posts I've Made

In Topic: Skirmish AI 2.0 Beta 4 - Post Comments In Thread!

16 November 2006 - 12:53 PM

One thing, even though I have had no time to explictly test the skirmish AI:

- Commissar execute activated only if squad has morale < 50%


This seems odd - the boost from using the ability isn't just to repair morale (although that is useful) it is to increase rate of fire / damage. Its basically a 20 req power :thumbsupsmiley: It might be worth having a few conditions such as "with lots of other troops" (since it affects lots of people nearby) and "Has at least half squad strength".

I'm not sure how you can track if the squad is already affected by it (from it being used nearby) however.

In Topic: AI DC Master To-Do list - Updated: Nov 23/06 *UPDATED*

14 November 2006 - 12:24 PM

The free sluggas are pretty "powerful" - good for defensive measures, but does require a good few extra boyz hutz. They do soak up a bit of damage for sure, and also provide the bonus morale immunity for anyone nearby, and I think damage bonus too? (the mob bonus).

If the AI doesn't reinforce them (except perhaps nobs) and has the health and damage upgrades, free 120 req squads really help fill the pop cap if under attack and low on resources :thumbsupsmiley:

Useful versus other AI's more then players however, who can easily counter it if there is only slugga boys.

In Topic: AI in other games

14 November 2006 - 12:18 PM

Any intention? Maybe ask on a Civ4 modding board rather then the Dawn of War one?

And Civilisation, if you think it is anything like a real time strategy game, it isn't. Not even remotely close.

In Topic: If you haven't noticed - the AI team hibernates til DC..

16 September 2006 - 02:55 PM

Certainly, most of the functionality of COH would lead itself to a very cool W40k game, like the squad AI, rear armour attacks on tanks, and garrisoning buildings, building defences, having proper territory capture, leader points, experience, and so on.

It won't be moddable to more then 2 races though, I think that's totally (sadly) hardcoded.

In Topic: AI + Custom DLL =

12 August 2006 - 02:09 PM

Replays from the AI mod work without the AI mod installed, so I assume that two different players with different AI settings do not conflict.


Replays?!

Replays don't have anything to do with the AI, or players as a matter of fact. They mearly record the in-game actions.

AI's that do different things must be problematic.