Dawn Of Skirmish DC v2.00 AI Mod is now LIVE!! -1 reply

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5th March 2003

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#1 14 years ago

Dawn Of Skirmish *DARK CRUSADE EXPANSION ONLY* V2.0 RELEASE and Acknowledgements (November 2006) ================================================================================================

Download Link #1 Download Link #2 Download Link #3 Download Link #4

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

Thudo (Thudmeizer)..>> Team Lead/Coder/Gfx/Bonafied Cheerleader ArkhanTheBlack......>> Lead Coder/Scripter LarkinVB............>> Lead Coder/Scripter/Beta Tester Corsix..............>> Coder Zenoth..............>> Beta Tester Malkor..............>> Beta Tester Troubadour..........>> Beta Tester ThetaOrion..........>> Beta Tester FinalDeath..........>> Beta Tester QuietDeath..........>> Beta Tester JBird...............>> Beta Tester Slash...............>> Beta Tester

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

Prepare for a more enhanced Dawn Of War - Dark Crusade 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 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.

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 DC V2.0 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 is.

Once installed, run the newly placed shortcut on your desktop "DOW Skirmish AI V2.0" 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 V2.0.

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.


This version of the AI mod will only work with the Dark Crusade Expansion.

What's new in Dawn of Skirmish DC AI 2.0? =========================================

o New races Tau and Necrons included o New AI resource donation system o New vehicle/building repair system o New detector code to handle the new infiltration system in DC o Improved building placement system o Improved assassination game mode o More AI control panel options o Corsix Mod Manager o One hell of a lot of other fixes and improvements o Updated AI Docs folder so modders can build their own AIs

Donation System (by default it is turned off, so enable it under Game Rules) ===============

- 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)

AIControlPanel ==============

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

Thanks to everyone on the team for you incredibly hard work getting this compatible with all the major balance changes in WinterAssault and thanks to you, the community, for your patience!

We'll be watching for your general comments and experiences. Enjoy everyone and get some serious battlefield ownage going on! :D