Dawn Of Skirmish DC v2.20 AI Mod is now LIVE!! -1 reply

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Thudo

The Internet ends at GF

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5th March 2003

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#1 11 years ago

Dawn Of Skirmish *DARK CRUSADE EXPANSION ONLY* V2.2 RELEASE and Acknowledgements (Feb 2007)

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

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

Thudo (Thudmeizer)..>> Team Lead/Scripter/Bonafied Cheerleader ArkhanTheBlack......>> Lead Coder/Scripter LarkinVB............>> Lead Coder/Scripter/Beta Tester Corsix..............>> Coder Zenoth..............>> Beta Tester Malkor..............>> Beta Tester Markoso.............>> Beta Tester Troubadour..........>> Beta Tester Serpentofshadow.....>> 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 (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 V2.2 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 V2.1" 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 V2.1.

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 Dark Crusade Expansion.

What's new in Dawn of Skirmish DC AI 2.2? =========================================

o Rework of large parts of the code to increase the performance, get rid of lags and and fix the MP sync problems o IG bunkering (Only with activated 'AI SCAR support' option in the game options) o Transport code (Only with activated 'AI SCAR support' option in the game options) o Units enter buildings for deepstriking o Improved capturing, jumping, harassing, attack and defense behaviour o Race specific build order and tactic improvements o Lots of bug fixes o Includes Heroes Special mod, which allows units to gain experience levels (Activate 'Heroes' in the game options to use that)

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.

AI SCAR support =============== Option set in the game mode panel at the setup of a game. Activates AI donations, IG bunkering, support for transport vehicles

Heroes Special ============== 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.

AI Donation System ================== Option can be toggled in the AI Config Panel

- 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.) 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.

9.) AI donations ~~~~~~~~~~~~~~~~ Allows the AI to donate resources.

Comments? ========= Visit us at our home base: http://forums.revora.net/index.php?showforum=478 You can also drop by the official Relicforums here: http://forums.relicnews.com/

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




superfabioofdoom

weeeeeeeeeeee ow wall

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24th October 2006

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#2 11 years ago

this is exelent i love ur guys work keep up the good work yhis has actualy give a point to skirmish i love it




-=[Ranek]=-

LOTRO Junkie.

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31st December 2005

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#3 11 years ago

ah yes very good, is it possible to implent this in other mods easily? because i want to add it to my Personal mod




Thudo

The Internet ends at GF

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5th March 2003

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#4 11 years ago
MynaMeisAw;3544281ah yes very good, is it possible to implent this in other mods easily? because i want to add it to my Personal mod

Already been done well over a year ago. Have 13+ upcoming faction mods all speaking to each other. Problem is: I cannot release anything as the mod teams themselves are not done yet. :(




Vendre

Take to the Skies!

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23rd February 2007

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#5 11 years ago

So now i can find an Enemy that deepstrikes a full squad? thats great news! and now the IG might survive an Ork wave, if i read corectly about garrisons. Keep up the good work!




Thudo

The Internet ends at GF

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5th March 2003

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#6 11 years ago

Yep.. you'll have a super-competent opponent now! :D




Conscript

zzzzzzzzzzzz

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25th November 2005

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#7 11 years ago

Yes! Now I can have IG throw waves of soldiers at me without using baneblades!

EDIT: How do I enter the AI Config Panel?




Thudo

The Internet ends at GF

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5th March 2003

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#8 11 years ago

Excellent to hear! Let us know in your games if you find the IG Guardsmen in Tier1 don't see as powerful if they don't upgrade their weapons? Its hit and miss. I'm seeing if forcing the IG Guardsmen controlled by the AI to upgrade to either Grenade or Plasmas real fast gives em a much more powerful edge.

As for the Control Panel.. its in your START/PROGRAMS/THQ/DAWN OF SKIRMISH on your START button. ;)




Guest

I didn't make it!

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#9 11 years ago

The mod is excellent, particularly the special heroes update because it encourages agression (which is what the DC is all about of course!). However, I'm getting a fatal SCAR error that pauses a loaded skirmish game every single time. I have a mod manager, so I have tried testing this latest dawn of skirmish update with other mods or no mods at all. It does not matter what combination I have, as long as dawn of skirmish is included with the mod launch...the same error occurs. I used to have the previous v2.1, which worked perfectly fine (I tested it and it did not show the error). Help would greatly be appreciated, and I hope this information becomes useful in your attempt to fix any discrepancies with the mod and/or the game.




Thudo

The Internet ends at GF

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5th March 2003

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#10 11 years ago

The save/load with our AI has some issues.

Follow this thread as we're trying to adjust: http://forums.revora.net/index.php?showtopic=46128




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