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

  1. #101
    Whoever finds this AI not challenging enough, I suggest he tries some 3vs3 and 4vs4 battles. It adds a cooperative element into the game - you either participate on the overall strategy chosen by your AI or do you own stuff and see what happens. Best RTS experience I've seen so far :-)

    Claymore

  2. #102
    Damn, that IG is a nightmare when they're dug in real good. 3 IG vs 2 Tau, half a dozen baslisks raining earthshaker rounds and snipers roaming about. And the HQ revealing every SS, followed by an earthshaker round to wipe em out.

    I hate the IG now:P Pretty amazing. Not even my fully leveled commander can break the defenses. Stinkin techpriests keep building everything back up when Im forced to fall back and attack again.

  3. #103
    Resident AI guy thudmeizer's Avatar
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    Hmm but whats changed since last week when you were concerned about X issue with the Adv SS AI? This is all the standard stuff bro since our last release 2+ years ago (gawd has it been that long?!?!)

  4. #104
    I suppose not using that stupid Highspeed is manditory. Plus oddly, the AI seems to be improving. A while ago they wouldn't even touch lemons.

    A thing to mention though, the stupid relic option DOESN'T work!

    Wyches act like pure ranged units still.

    Hey, what if the new version of the tyranid mod comes out? Would you consider making a new version to work with that?
    Last edited by Ghoulz; 23rd Nov 10 at 6:19 AM.

  5. #105
    Resident AI guy thudmeizer's Avatar
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    I suppose not using that stupid Highspeed is manditory. Plus oddly, the AI seems to be improving. A while ago they wouldn't even touch lemons.
    Never use Highspeed unless you have a slow PC. Never used it myself.

    A thing to mention though, the stupid relic option DOESN'T work!
    Excuse me?

    Wyches act like pure ranged units still.
    Can be looked at but remember they use the same cc code as SM Assaults.

    Hey, what if the new version of the tyranid mod comes out? Would you consider making a new version to work with that?
    They've had the AI since '05 but they haven't released a new build in years so.. btw, off-topic too.

  6. #106
    I have the build relic units checked, unchecked and everyone but Chaos still build their relic unit. I often play maps where everyone gets their own relic and it's just annoying. Im the only one having this problem?

    DE don't make the best arsenal of units. Warriors are pretty bad beyond T2 and the AI will keep spamming em through the entire match. The DE AI aren't too hard to cut down. I have no idea why wyches aren't doing what they should be doing.

    But, what will happen if I have this and the latest tyranid mod installed? Nothing's gana melt I hope:P

  7. #107
    Resident AI guy thudmeizer's Avatar
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    I have the build relic units checked, unchecked and everyone but Chaos still build their relic unit. I often play maps where everyone gets their own relic and it's just annoying. Im the only one having this problem?
    Hmm no one ever reported this but then again I always play with Relic Unit ON as I want the full game experience.

    DE don't make the best arsenal of units. Warriors are pretty bad beyond T2 and the AI will keep spamming em through the entire match. The DE AI aren't too hard to cut down. I have no idea why wyches aren't doing what they should be doing.
    Yeah well except I find I die to an AI-controlled DE army/player just like I do with Tau. DE are simply nasty and their Tier2 melee and their Archon CS is just stupidly powerful. Rarely do I see DE not winning -- they are a superior fast attack steamroller. Play em on HARD for 1:1 or against in alliance and they are nasty.

    But, what will happen if I have this and the latest tyranid mod installed? Nothing's gana melt I hope
    Thats not MY call. The Tyranid team need to consult with me on this when they will release their next installment but they are still mulling over their resource system and how to implement it.

  8. #108
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    I can confirm that melee units going ranged is a bug.
    I'm reworking the DoWPro AI at the moment and noticed the problem too.
    The cause seems to be an unwanted stance change after a commander detach.

  9. #109
    Just wanted to day this: Thank you very much for this mod. it is one of most useful mods that i found here, and even in the earlier versions it provided me and my friends with hours upon hours of fun.

    I am still honestly, amazed that there is sill work on this mode.

    Keep up the good work, and I look forward to new versions if they ever come up

  10. #110
    Resident AI guy thudmeizer's Avatar
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    Thanks Drago for the morale boost!

  11. #111
    Glad that I could provide it, you fully earn it

  12. #112
    Is the DOW ai mod equipped for 1024x1024 maps? I mean, do they do anything at all besides sitting there at their base doing nothing but capturing one-two points whilst there are no attacks going on at all?
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  13. #113
    Resident AI guy thudmeizer's Avatar
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    Err.. can I have an example please considering v3.20 came out 2+ years ago. It should have no issue with such large map sizes bro..

  14. #114

  15. #115
    Resident AI guy thudmeizer's Avatar
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    Map examined. It will need to be edited by someone who knows DoW1 map making inside and out as its broken. The AI does not function properly whatsoever on this map because its likely missing key parameters and demarcations required for the DoW1 AI to use. Get J-L involved asap as mentioned -- I'd love to use this map for testing.. I use other 8-player maps with no issue but love the size of this thing.

  16. #116
    Member GrOrc's Avatar
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    Heroes system was reworked by GrOrc!

    The old problem described here (click) was resolved by me, as we can see here (click). I made new scar-script based on old Heroes script (from DoSM ver.3.0, not from 3.2). I've made a new version of the Heroes-script, which does not have attached squad problem and garrisoned problem. The new version of the Heroes-system will appear in the new versions of the Titanium Wars Mod.
    >>> Titanium Wars Mod <<<

  17. #117
    Resident AI guy thudmeizer's Avatar
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    Ok wie'll be watching GrOrc... I'll incorporate it also in future faction mod releases to ensure all projects are sync'ed.

    Really appreciate your help here!

  18. #118
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    Excellent work brother GrOrc!!!

    The Heroes mod offers a very interesting addition to DOW. Combined with DOWAI, .... a KILLER COMBINATION!
    (Add to this Objective Points.... and we have a NEW GAME!!!)

    Thanks again man.
    Last edited by Gambit; 20th Jun 12 at 3:54 AM.
    -In search of Papasmurf...

  19. #119
    Is this mod compatible with the steam version of Soulstorm? I apologise in advance if this query has been replied to before since I was unable to find instructions for the steam version. Also are there any specific steps I have to follow for installation of this mod in regards to the steam soulstorm like manually placing files in specific folders or is just running the executable enough?

  20. #120
    Member Rotlung's Avatar
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    There shouldn't be any issue, no.
    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.

  21. #121
    How exactly do I get to the AI config panel? I downloaded the bugfix mod and saw it came with this amazing mod as well. Also does the advanced AI work with several race mods installed? Black templers, steel legion, tryanids, space wolves, etc. Or do they just get stomped on by the other AI using the advanced tactics.

  22. #122
    Resident AI guy thudmeizer's Avatar
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    Control Panel has its own shortcut in your Program Menu bro. All other mods work with the Adv. AI together when you combine mods but yes there are other tricks to get it to work more seamlessly.

  23. #123
    Thanks man. Great work by you and the team. What do you mean by other tricks?

  24. #124
    Resident AI guy thudmeizer's Avatar
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    There are other "manual" ways to integrate multiple mods and use the AI in a central path but for now start with what you got.

  25. #125
    Great work to DoS team, its the best mod that i used in my whole life, btw can you make the necron lord turn into Nightbringer (Deceiver)? Will be any continuation to this mod like a 3.3?

  26. #126
    Member Reaper R66's Avatar
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    can you make the necron lord turn into Nightbringer (Deceiver)?
    I noticed in the Necron Lord's tactic file that the possession code is disabled, but enabling it does nothing either. I'm assuming this is a bug with the Necron Lord having the Nightbringer and Deceiver as possible possessions, Thud?

  27. #127
    The flying one corncobman's Avatar
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    IIRC the team mentioned that the AI functions for the Necron Lord possession in SS are borked and cannot be fixed.
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    -Make something idiot proof and nature will create a better idiot.-
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  28. #128
    Does the AI respect fog of war, or does it see the entire map?
    In the future there will be only cramped map design.

  29. #129
    Resident AI guy thudmeizer's Avatar
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    My experience it sees through it.. Working as Designed since pre-Sept'04.. logistically impossible to code that as 95% of all games everywhere has AI that can also see where a human cannot.

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