Page 1 of 2 12 LastLast
Results 1 to 50 of 63

Dawn Of Skirmish SS v3.10 AI Mod is now LIVE!!

  1. #1
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada

    Dawn Of Skirmish SS v3.10 AI Mod is now LIVE!!

    Dawn Of Skirmish *SOUL STORM EXPANSION ONLY* v3.1 RELEASE and Acknowledgements (December 2008)
    ================================================================================================

    ** For SoulStorm v1.20 (Soulstorm + v1.10 Patch + its Hotfix) **

    Main Download Link (Fast!)

    Meet the Cast:
    ==============

    Thudo (Thudmeizer)..>> Team Lead/Coder/Gfx/Bonafied Cheerleader
    ArkhanTheBlack......>> Lead Coder/Scripter
    LarkinVB............>> Lead Coder/Scripter/Beta Tester
    Cultist.............>> Additional Heroes Special optimizations
    Corsix..............>> Coding assistance
    Dark40K.............>> Coding assistance
    Zenoth..............>> Beta Tester
    Inquisitor..........>> Beta Tester/Assistance with camera mod
    Troubadour..........>> Beta Tester
    Smokeskin...........>> Beta Tester
    Dreddnott...........>> Beta Tester
    ThetaOrion..........>> Beta Tester
    Malkor..............>> Beta Tester
    FinalDeath..........>> Beta Tester
    QuietDeath..........>> Beta Tester
    JBird...............>> Beta Tester
    Slash...............>> Beta Tester


    Introduction
    ============

    Prepare for a more enhanced Dawn Of War - Soul Storm skirmish experience!

    This project started after the release of Dawn Of War with the intent to bring to the global DoW community a more intense and satisfying AI opponent on the field of war. We hope you will agree that has been achieved with the understanding more is to be done in the future. Our work continues to evolve and in the coming months will make current efforts pale in comparison. However, you have to start somewhere and hot damn what a jumpstart!

    Its been a slice from start to, well, continuing! We're so looking forward to enhancing the AI even further in the coming months!


    A Personal Thanks
    =================

    At this time I would like to personally thank all the participating members of the team:

    ArkhanTheBlack, LarkinVB, Excedrin, and Corsix, as well as our beta testers, Malkor, Zenoth, ThetaOrion, FinalDeath, Troubadour, Slash, JBird, QuietDeath, Smokeskin, Dreddnott and (all who keep our work "in-perspective" and "on-track" with our ultimate goals of achieving the most competitive DoW AI opponent we can create!).

    Its through your dedication, patience, and technical expertise that allowed the work to commence and prosper. Without you fellers, there'd be a pittence of work compared to the greatness this project has become. We've come a long way and do sincerely hope to continue our expert correspondance into the future of the product.

    CutterShane (Original idea and implementation of the Heroes mod)

    Alex Gnome (Original idea and implementation of the Camera mod)


    Disclaimer
    ==========

    This is to acknowledge that we take no personal responsibility for any hardware damage or data corruption brought forth by the use or installation of this DoW modification. As used, this modification works "as is" and has been thoroughly tested and should not cause any major problems. In the event, however, that something serious does occur, it is up to the user(s) of their computer(s) to make appropriate backups before any attempt is made to install the following DoW modification. Use at your own risk.


    Whats In The Package?
    ====================

    o Main Installation Package containing the Enhanced DoW AI scripts (contains ONLY those .ai files that our team altered)
    o Dawn Of Skirmish SS V3.1 dowai.txt (what your reading)
    o Doc folder containing information how to add your own faction to the AI project.


    Installation
    ============

    Piece of Cake! Run the executable and it will extract to where your <installed Dawn Of War folder> is.

    Once installed, run the newly placed shortcut on your desktop "DOW Skirmish AI V3.1" or from StartMenu/Programs/"Dawn Of War Skirmish AI Mod". You will know if the modification is running when on the top-left section of the Dawn Of War Main Menu it will display: Dawn Of Skirmish V3.1.

    To uninstall this modification, go back to StartMenu/Programs/"DOW Skirmish AI Mod" and choose "Remove Dawn Of Skirmish AI Mod" to remove the modification from Dawn Of War.

    **NOTE**

    This version of the AI mod will only work with the Soul Storm Expansion.


    What's new in Dawn of Skirmish SS AI 3.1?
    =========================================

    o Some optimizations of heroes special by Cultist
    o Eldar use Fleet of Foot now more efficient
    o Fixed a builder teleport bug
    o Dark Eldar don't use their abilities out of sight anymore
    o Invisible troops are only engaged by melee troops if they are attacking
    o Removed an inefficient Dark Eldar build strategy (Hellion strategy)
    o Additional smaller fixes
    o Some improvements to handle alternative addons for other mods by Dark40K


    Extended camera zoom modes
    ==========================
    Optional installation feature which adds two files camera_high.lua and camera_low.lua to the Dowai_mod\Data folder.
    If you dislike them you can deselect them during installation or just delete them if you already installed them.
    The default view is almost the same like vanilla therefore you shouldn't notice much difference until you start
    to zoom in or out. Thanks to Alex Gnome for the original discovery of the camera settings.


    AI Highspeed Setting
    ====================
    Option set in the game mode panel at the setup of a game.

    People who experience heavy lag and sync problems in multiplayer should try this option.
    Some AI calculations are simplified or skipped to increase performance.
    But beware, the AI could be slightly weaker because of that.


    Heroes Special Mod
    ==================
    Option set in the game mode panel at the setup of a game.
    Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes
    only on the unit experience system. Have a look at the Heroes Special readme file for further information.
    There's also a Heroes Special modding document which describes the inclusion and modification of Heroes Special
    for other mods.


    Massive Battles Mod
    ===================
    Was also part of Cuttershanes original Heroes Mod. Increases the squad and support cap maximum by 50%.
    Therefore all players can build squads and vehicles up to 30 squad and 30 support cap. (Except Orcs)


    Fortress Mod
    ============
    Use this if you prefer defensive games with stronger turrets, mines and fortified listening posts. The AI will
    also build more turrets and mines as in normal games.


    AI Donation System
    ==================
    Option set in the game mode panel at the setup of a game.

    - All races donate requisition if they own more than 800

    - All races demand requisition if they own less than 200

    - All races donate power if they own more than 600 (Necrons: more than 1100)

    - All races demand power if they own less than 200 (Necrons: less than 400)


    AI Config Panel
    ===============

    There are several options you can change for each difficulty level to adjust the AI behaviour to you liking.

    1.) Dancing
    ~~~~~~~~~~~
    Dancing is the ability to run away with ranged units if they are attacked in melee.
    There are three possible settings:
    a) Off => Dancing is not used at all
    b) Standard => The AI is restricted to only dance with one unit at a time
    c) Godlike => The AI will dance with several units at a time if necessary

    2.) Attack Delay
    ~~~~~~~~~~~~~~~~
    This forces the AI to wait with an attack until a specif time has passed.
    You can adjust this time in two minute steps from 0 to 20 minutes.

    3.) Tech Speed
    ~~~~~~~~~~~~~~
    With an increased teching speed, the AI will spend its resources more on teching than on building troops.
    With a decreased teching speed, the AI will spend its resources more on building troops than on teching.

    4.) Teching Handicap
    ~~~~~~~~~~~~~~~~~~~~
    A handicap will slow down the teching of an AI. It will also hoard more ressources
    instead of spending it immediately for units or buildings.
    You can give allies an handicap or opponents. If you give allies a handicap, all
    AI's allied with a human player are affected. If you give opponents a handicap, all
    AI's not allied with a human player are affected. You can use this behaviour for
    example to weaken AI opponents if you don't feel good enough to face them at full
    strength. Or you want the exact opposite, a real challenge, and weaken your own
    allies, so you have to do more yourselve.

    5.) Allow alternative strategies
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    All AI's have 4 different strategies:

    - A solid allround strategy
    - A special ranged strategy
    - A special melee strategy
    - A vehicle fast tech strategy

    If alternative strategies are activated, the AIs will choose one of those strategies at the start by
    random, though the chances of each strategy are influenced by opponent and map size. If deactivated,
    the AI will always choose the solid allround strategy.

    6.) Early Harassing
    ~~~~~~~~~~~~~~~~~~~
    This allows commanders and combat troops to make an attack at an extremly early state to
    avoid opposing scout capturing strategic points. If successfull, this can severly cripple
    the opponents ressource income and decide the game at a very early state. On the other side,
    harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage.
    Harassing is only possible in the first 4 minutes.

    7.) Dynamic Production Buildings
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The AI normally builds more troop production buildings if it has excess ressources. This allows
    often an outproducing of the opponenr who can't replace its losses fast enough.
    Bear in mind that the AI might still build more troop production because of other reasons. IG for
    example need to build them to increase their squad and support caps. In this case those buildings
    are normally only built a bit later. This can also hurt the balance between the races since some
    of them are affected more and others less of it.

    8.) Build Relic units
    ~~~~~~~~~~~~~~~~~~~~~
    If deactivated, the AI won't build any Relic units like the Baneblade from the Imperial Guard or the Chaos
    Bloodthirster.

    9.) Build turrets
    ~~~~~~~~~~~~~~~~~~~~~
    If deactivated, the AI won't build any turrets (except Orc Waagh Banners).

    10.) Build mines
    ~~~~~~~~~~~~~~~~~~~~~
    If deactivated, the AI won't build any mines.

    Script Changes (from the original game to what we have today)
    ==============
    Available upon request.

    Comments?
    =========
    Visit us at our home base
    You can also drop by the official Relicforums here: http://forums.relicnews.com/

    Cheers DoW Community and prepare for some serious ownage!

  2. #2
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    Many thanks for this, Thudo. I can now patch SS and move up to DoS 3.1 (I refused to play patched SS before the latest version of DoS came out). Are you guys working on updating the Daemonhunter mod for SS 1.2?
    Download my DoW maps "Redemptus Reloaded" (8p) and "Shrine of Sephreus" (2p) here.

  3. #3
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    DH_ID and other mods can now easily be updated BUT thats my decision. You can ask the same for Steel Legions, Harlequins, Tyranids, and others. Its up to the mod teams to move that forward. For SL and Harlies -- thats already occurring.

  4. #4
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    So just to be clear: the Daemonhunter team has not approached you to update their mod, thus the mod will not be updated before they do so. Correct?

  5. #5
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    You'll find a lot of the older teams like DH_ID, SL, Harlies, and WH_AS won't be engaging in updates until they themselves move along. AI is merely a luxury my dear friend. Compiler is long out of DH_ID so who would update it to be balanced in SS? SL and Harlies are already moving that route. WH_AS I cannot speak of as KRMZ ain't talking. Tyranids will get updated AI since they are moving.

  6. #6
    Been waiting for this. Thanks to the AI team.

  7. #7
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    Okay, Thud. Thanks for the clarification, but sorry to hear about DH_ID. Anyhow, I appreciate your efforts (along with Arkhan & co.) to bring the community the best AI possible. I'm going to jump into the patches and DoS 3.1 later today.

  8. #8
    Member Slash's Avatar
    Join Date
    Dec 2005
    Location
    Toronto
    Hey thud, would you like me to host this for you at DoWfiles as another mirror?
    THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES!
    Former staffer of Filefront : DoWfiles.com

  9. #9
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    @Slash - Yes please tell DoWfiles to host it and put it in the news items as well so the whole community sees it there also. Much appreciated.

    @hunger - well yer one of the community's vets who knows what the dealio is. I could easily put a small package together with DH_ID Advanced AI for use with this DoS 3.10. I'd rather see an updated DH_ID project that is balanced for SS but thats for Compiler to have decided although maybe DH_ID is mostly balanced for SS except for the inability for them to fire at air units.

  10. #10
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    @hunger - well yer one of the community's vets who knows what the dealio is. I could easily put a small package together with DH_ID Advanced AI for use with this DoS 3.10. I'd rather see an updated DH_ID project that is balanced for SS but thats for Compiler to have decided although maybe DH_ID is mostly balanced for SS except for the inability for them to fire at air units.
    Man, that would be awfully nice. I would greatly appreciate this. If you will let me know when it is ready, you can just email it to me as an attachment or provide me with a download link. Actually, there are probably other people out there who would want such an AI update for the DH_ID mod.

    Many thanks, Thud!

  11. #11
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    I will make it available to everyone.

  12. #12
    Member Slash's Avatar
    Join Date
    Dec 2005
    Location
    Toronto
    Thud, I work for DoWfiles again...No need to tell them.

    So if you got any personal requests, you know who to call

    EDIT: Here it is:

    http://dawnofwar.filefront.com/file/...Skirmish;96254
    Last edited by Slash; 10th Dec 08 at 2:38 AM.

  13. #13
    Omg, may the Emperor bless you and your team Thudmeizer I didn't patch Soulstorm yet, now I can.

    There's a betaversion of Inq. mod for SS, quite balanced except, if I remember it correctly, the naval melta isn't working and so AI can waste resources.

    http://www.megaupload.com/?d=HFLAUBUM

    Claymore

  14. #14
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Does this DH_ID SS beta include some weapons can fire on air units? Thats one of the big ones really for SS integration. I playtested DH_ID under SS with the new 3.10 AI and it rocked so....

  15. #15
    The game does crash my computer every time I run it (damnit! but it's not mod related) so I can't confirm it but if I remember it correctly, they have aa capabilities.

  16. #16
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    @Shrp - We talking DH_ID or latest 3.10 Adv. AI? I shouldn't be hijacking my own thread after all -- its unpro-like.

  17. #17
    Well, as I see it, this is the final step -- to get all the race mods working under SoulStorm and running right under the control of the 3.10 Advanced AI. It's the culmination of the dream.

    It's as if that Combiner Mod needs to be resurrected and an overarching AI applied to every race after the installation of each race mod into SoulStorm, so that all the new race mods mesh together as one and work right together under Soulstorm. That Combiner Mod tended to clean up or smoothe over the incompatibilities between the new race mods in DC, and we just need something similar for SoulStorm.

    Congrats Thud and team on the completion of the 3.10 Dawn of Skirmish AI!

    Downloading.

  18. #18
    Turtle
    Guest
    thanks to all of you for the 3.10. i really appreciate your work!

  19. #19
    Member
    Join Date
    Dec 2006
    Location
    I live here right now. Until I leave.
    I am using the bugfix mod as the common ground for the rest of the mods. The combiner mod isin't all that neccessary. What is important is to have the objective_points as a required mod for both the bugfix req mod tree, and for the individual race mods too.
    Really, the combiner mod did but 5 things (if I recall correctly):
    -set the main menu theme priority to Dark Crusade one
    -splash and cursor changed back to original (AS_WH modified those)
    -added banners for every race (objective_points mod)
    -modified the hook/anchor value for all races to the AS_WH mod one (obj_p. mod)
    -added a new model/animation for Tyranid strat. points.
    -can't remember anything else... maybe someone can update this with new info.

    Anyway, the bugfix mods main menu screen, due to certain mod priorities, is always the IDHs version. I just unpacked the sga and deleted some of the ui/texture files, also modified the cfg so it won't load the sga archive but the data folder directly. That fixed it. Of course if someone is planning to play individually with each mod, then probably they'd like to keep these fancy thingies, in case which a combiner mod would be welcome.
    "Because humans deserve to be maximally-owned thus requiring copious amounts of DEATH in their diets."
    -Thudmeizer master artificial brain-maker (damn I agree with this man)

  20. #20
    Omg, just hopefully solved the issue with game crashes (catalyst AI related) and played with Adv. s. AI 3.1. Kicks ass completely And with the balance changes from the patches, I didn't run into any unwinnable scenarios yet. Tried 2vs2, sm vs orks, sm vs eldar, sm vs tau, sm vs necrons, ig vs tau, ig vs de, ig vs orks, all of them were very cool games. Once again, the Advanced skirmish AI team scores!

  21. #21
    Member mdcertainty's Avatar
    Join Date
    Jun 2007
    Location
    Lost in the warp...
    Big thanks AI team!

  22. #22
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    @Shrip - wow! It actually does CTD your game anymore? Hmmm.. well perhaps we finally, as a team, figured out a few things. I might guess some aspects of 3.00 -> 3.10 that we did to fix your issue. However, so glad yer enjoying it now. Helps the DoS team's morale boost.

  23. #23
    Good work, shame the crash bug on the eldar stronghold still exists in the campaigns using the mod. So scrapped it yet again, maybe one day the crash at completion bug when running the ai will be fixed. Yes I know about the work around but quite frankly I don't want to change the file everytime I face the eldar.
    Sins of a Solar Empire > Dawn of War

  24. #24
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Hrrrmmm..I thought we fixed that? <grumble>

  25. #25
    Really? I only gave it the one go and when it crashed on my necrons I said screw it. Perhaps it was a fluke. I will redownload and install it and rush the base with necrons one last time just to verify.
    Last edited by dragoaskani; 17th Dec 08 at 10:18 AM. Reason: spelling

  26. #26
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Our testers tested the campaign -- perhaps they missed something.

  27. #27
    Yeah I noticed this release didnt say anything about the bug for once so thats why I tested it first before I got too involved in a campaign. Well I will let you know later what the results are on the Crash.

  28. #28
    Food goes in here corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Yeah it crashed when I finished the Eldar campagin as well playing as Space Marines. In the middle of the end cinematic.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  29. #29
    Indeed, and for me its didn't even let the Farseer finish her first sentence before it chrashed. Oh well, the mods still good for when I want an ai to beat on thats not a complete retard, but its still an AI anyways. Now that they have this thing patched perhaps I should get back to the 1v1 online arena. *shrug* or maybe not red alert 3 is alot of fun lol. anyways been playing this again for the last week since they patched it finally (campaigns though). If it helps you any I have the both teh minidump file and the error log I can send you if you want them.

  30. #30
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Arkhan put it well why this wasn't priority for us:

    Most testers only play skirmish battles since campaign testing is usually too time consuming. The campaign also has only second priority because it messes the balancing too much up to be a serious alternative for the most players (At least that was my impression...). Anyway, I don't think it's really a big problem, and a reliable fix is questionable. I think there's even a workaround with overwriting some file just for this mission...
    I tend to agree. Giving the campaign AI over to OUR AI is suicidal.

  31. #31
    *shrug* oh well then, at least I know not to bother downloading it anymore after this. Cheers and good luck.

  32. #32
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    There is more to an RTS then the linear campaign mode which gets old incredibly fast. Advanced AI isn't remotely fair in SP maps scripted specifically to fire off pre-determined challenging scenarios. We're built around the dynamic aspect of multiplayer.

  33. #33
    Even the dynamic aspect of Single Player in Skirmish Mode against the AI has made the AI Skirmish Mod my most favorite ever DoW mod.

    I think all this means is that if I want to play another campaign, I need to uninstall the AI Skirmish Mod first, and then reinstall the Mod after I'm done with my campaign.

    I went through the SoulStorm Campaign three different times as three different factions, and now it's time for something different.

    As far as I'm concerned, kudos and thumbs up to Thud and Arkhan and all the AI Mod team! They put in a lot of effort and work to bring us what just might be the best AI for a computer game anywhere on the planet right now.


  34. #34
    I have to say I never had enough courage to play a campaign with the Skirmish AI mod, being afraid of large enemy base + skirmish AI = imba owned Claymore

  35. #35
    Follow the Sign Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Singapore is a fine city!
    Thanks a lot team!

    I think all this means is that if I want to play another campaign, I need to uninstall the AI Skirmish Mod first, and then reinstall the Mod after I'm done with my campaign.
    No, you just need to run the un-modded version of Soulstorm from the Game Manager to play the game without the mod.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  36. #36
    Hello,
    Since I installed the new version 3.10 everytime I run the game I got 2 files (errorlog and minidump) in Soulstorm folder saying something about
    C:\Windows\system32\ntdll.dll
    causing access violation. After Googling a bit, I read about this problem being caused by trainers as well.

    Errorlog file



    Mod works perfect, but my Soulstorm folder will end full of this error reporting files.
    I don´t know if I should post this in the Technical help forum, but since it is only this mod related... Please moderators move it if necessary.
    Anyway, great work on this wonderful AI mod!

  37. #37
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Error dumps like those are useless to us as they are for the Relic devs, not us.

    Did this error occur with the 3.00 release? Think you need to clean things out in your \Soulstorm folder or uninstall/reinstall the mod.

  38. #38
    No, it didn´t happen in 3.0 version.
    I uninstalled via the mod uninstaller, but I don´t know if I should delete anything else. Reinstalling it didn´fix the problem.
    Sorry if this is not the place to post errorlog files, I thought it would help in case anyone else is in the same situation.
    I didn´t mean to look for support. Just trying to give some feedback.

  39. #39
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Can you reinstall 3.00 and see if that works now? Something ain't right d00d as 3.00 and 3.10 are pretty much similar in terms of installer.

  40. #40
    Sorry, my fault.
    Yes it does give same error files with v3.00. I screwed something up in the last few days, because when I realised about those minidumps there where not many of them. That´s why I thought the new version was the cause.
    Still this mod is one of the best AI mod ever.
    Happy new year!

  41. #41
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Problem is likely REAL easy to fix: if everyone reported a problem then yes I'd would be a critical error to resolve but since only a single person like youself did then its something funky going on on your end.

  42. #42
    Member
    Join Date
    Nov 2006
    Location
    Finland
    *Bump*

    I bought Soulstorm just today thanks to the recent price drop on Steam (and the inevitable DoW2 beta ). What exactly are the bugs and issues with the campaign if there are any, and would you guys recommend using the mod for playing the campaign? I personally hate the vanilla AI, so I think it'd be absolutely sweet if I could have the skirmish AI on the campaign as well (since DC's and SS's campaigns are more suited to skirmish battles anyway).

    Any crash workarounds you can post would be appreciated as well. Thanks a lot for making the mod too.
    DoW 2 Nick (GFWL): FunkyFinzy

  43. #43
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Probably not a worthwhile pursuit to use Advanced AI in a campaign not designed for it. Advanced AI was always coded primarily for real-time skirmish/mp -- single play campaigns were an after-thought. We're still not entirely clear why the campaign CTD when using our AI.

  44. #44
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    Somewhat off topic, but I didn't want to start a new thread for this. Is the AI skirmish team planning to take a look at the AI in DoW2? I'm downloading the beta now, but from everything I've read, the AI is not too good. I know Relic has not made the game too mod-friendly, but I wonder if that includes modding the AI. I never got into CoH, so I do not know how open the Essence engine is to AI modding.

  45. #45
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Yeah quite aware how awful the DoW2 AI (Relic keeping up with appearances) but its always been my intent to form a DoW2 AI team perhaps even working with the CoH AI team. Because DoW2 has nowhere near the more complex logic of base building management I doubt making advanced AI for DoW2 will be as challenging as DoW1 was.

  46. #46
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    This is great to hear, Thud! I just played several games against the DoW2 AI. It's a lot like the DoW Vanilla AI. A lot of spam, erratic unit behavior, and poor use of tactics and upgrades. I hope that you AI guys are on the case as soon as DoW2 goes retail.

  47. #47
    Sgt_Tenor
    Guest
    Well i ahven't got all of the expansions yet. Does this work for DC? I only Have that and thinking of getting the others shortly. Since DOW2 beta was released I wanted to see what all the fuss was about.

  48. #48
    Thudo, a bit OT, any chance a blip on the radar for some plans with DoW2?

  49. #49
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    We'll see on moddability for DoW2. Obviously still packed for work with DoW1 + more incentive to stay put because of all the amazing 3d eye-candy still going in whereas DoW2 may never see the light of new 3d except for just code.

  50. #50
    Member the_hunger's Avatar
    Join Date
    Dec 2004
    Location
    Indiana
    Yeah, I am concerned about the DoW2 AI as well. I have complained about it enough in other threads, so I won't start here. If someone could show some love to the skirmish AI, I could look over some of my other disappointments regarding DoW2.

    I agree with Thud that there are a lot of modding possibilities still left for DoW1. I'm still finding new models to download and anxiously await the next version of the Daemonhunters and Steel Legion mods, along with the Thousand Sons mod.

Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •