The Dawn of Skirmish mod will add freshness and pure evilness at times to the AI in the Dawn of War game. You can play with some new AI allies or against, working best with most gameplay modes (except Take and Hold). A must have for everyone who plays skirmish games, and great to check out even if you don't!
Dawn Of Skirmish v1.1 RELEASE and Acknowledgements (Apr 24.2005) ===================== Meet the Cast: Thudo (Thudmeizer)..>> Team Lead/Coder/Gfx/Bonafied Cheerleader LarkinVB............>> Lead Coder/Scripter Corsix..............>> Coder/Package Installer Giskard.............>> Coder/Scripter/Lead for DoW Mod "RogueTrader" (http://www.respawn.co.uk/content/view/108/80/) Quiet_Man...........>> Coder/Scripter Introduction ============ Prepare for a more enhanced Dawn Of War 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: LarkinVB, Corsix, Giskard, and Quiet_Man. Its through your dedication, patience (putting up with my stubbornness especially during the turret "tug-o-war" days), 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 v1.1 README.txt (what your reading) o Dawn Of Skirmish v1.1 Script Changes.txt - containing every script change as compared to the original DoW AI scripts (meant for faction modders to see what changes have been made) 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 "Dawn Of Skirmish v1.1" 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 v1.1. To uninstall this modification, go back to StartMenu/Programs/"Dawn Of War Skirmish AI Mod" and choose "Remove Dawn Of Skirmish AI Mod" to remove the modification from Dawn Of War. Whats New? ========== v1.1 Changes: ~~~~~~~~~~~~~ o Greatly tweaked all build orders for all personalities for each skill (EASY skill unchanged). Now AI will be quick to field infantry and hold off early enemy rushes! o Secondary unit production buildings now built on the closest Listening Posts to the AI's startpoint rather than main base. This is to avoid excess clutter and allow uber-units to move out into combat (especially for Ork and Eldar). o Bigger Generators even more reliably detected and built. o Generators and Eldar Webgates are now mostly built behind or off nearest Listening Posts rather than in main base. This is to reduce clutter and allow for larger units to maneuver more easily. o AI will build less turrets but "far more smartly" and with so little impact to his ecomony. This is a huge improvement over v1.0 where turrets can be built and used effectively with no negative ramifications to the AI's aggressiveness. o Removed the DEFENDER AI personality. Reason: Dawn Of War is about offense and turtlers don't win this game so neither should the AI reflect this gameplay tactic. o More unit abilities have been included for the AI to use in combat (ie. Landraider's Machine Spirit, GravPlatform and WarTrakk's Speed Boost, etc). You'll certainly notice new things on the battlefield! o Enabled Eldar's Fleet Of Foot ability for all Eldar infantry that can use it! Now watch them engage it to quickly reach distant points or disengage to enter into combat. o Troop Dancing - preliminary code has been scripted for the AI to "dance his troops" around enemy weapon fire. You will notice this as you play. o AI will NOT reinforce broken squads as seen in v1.0. Reason: Broken squads are a waste of resources to bother reinforcing for the AI so it was the decision to remove it. This allows the AI to build fresh new troops back at main base and continue the fight! o Ork Sluggas, Stormboyz, Shootas, and Nobz now limited to 10 units per squad while TankBustas limited to 8. Grots still at 4 since, well, they get stuck! :) v1.0 Changes: ~~~~~~~~~~~~~ o Standard, Hard, and Harder/Insane AI difficulty settings tweaked (Easy not touched) o All primary buildings are built at or near main base instead on vulnerable expansions - ensures main assets are kept safe o Captured and built-upon Listening Posts are now randomly upgraded between Tier1 / Tier2 o Builds a certain # of defensive turrets in main base and Listening Post expansions + randomly upgrades them between Tier1 / Tier2 o Defensive turrets (at main base and on expansions) now point in the direction of the enemy o Rebuilds destroyed base defenses at main base and on expansions o Made it easier for AIs to make the decision to build Large Generators on free Slag Heaps o HeadQuarters/Fortresses will more reliably upgrade to their highest tier o AI now researches his entire tech tree o All four sides will now build extra infantry/vehicle buildings if req/power allows for it o Squad and Hero units now use their "special abilities" more often and effectively (based on what is researched) o When squads become broken they are now reinforced o AI better utilizes his troops with more effective combinations o When allied with humans, an allied AI will more reliably help defend fellow allies and remains active, competitive, and offense-orientated o Allied AIs will attempt to "gang up" on one enemy player at a time when in a 2vs2 or 3vs3 game o Space Marine's Dreadnaught (not Hellfire) will now upgrade all weapons instead of using just a Flamer o Chaos Cultists allowed to reinforce to their max of 10 units per squad (their cheap meatshields early on!) o Eldar Banshees will now use their WarShout Ability in close combat o Ork Sluggas limted to 6 units per squad while Stormboyz, Shootas, and TankBustas limited to 8. Grots to 4 o Ork BigMek now allowed to use his abilities even when attached to a squad o Chaos, Eldar, and Ork AIs will now more easily build uber-units when enough requisition/power is available o Made Hero and other Important Units more likely to attach to a squad when hurt o AI Personalities! Each AI opponent will randomly make use of one of the following templates when the HARD, HARDER and INSANE difficulties are used: a) Aggressor - Focused purely on a "rushed attack" and controlling territory, building only a few defensive turrets, low techer b) Defender - concentrated more towards defending allies and holding territory with heavy # of turrets/troops, regular techer c) Sieger - uses siege vehicles to roll slowly across the map laying waste, low turret construction, regular techer d) Platoon - uses infantry units more with vehicles as support, average turret construction, medium techer e) Standard - regular mix of all the above To Do: ~~~~~~ o Engineers that repair buildings (using between 1-2 Engineers for Space Marines, Chaos, and Eldar - Ork buildings already auto-heal) o Allow AI to change its "resource strategy" when a map has a very limited # of points to capture(lower income) o Build 2-3 turrets around Large Generators o Ensure Commander Unit is kept away OR minimizes his exposure to combat under Assassinate victory conditions o Ensure continued AI aggression under Take&Hold and Control Area victory conditions o Creates a secondary HQ + unit production buildings w/ defensive turrets (randomly upgraded) all built away from the enemy o Enhance AI Army Lists so he uses a better combo of units on the field (especially for Eldar because they are so vulnerable early game) o Ensure Ork Squiggoth gets created more often at Higher Skills (due to high power requirement and Ork energy production being so lackluster) o Allow AI to recreate his HQ on another unthreaten Listening Post if his original HQ is destroyed o Ensure AI keeps his builder units away from threats especially when important buildings need to be built to stay alive Maybes (If Possible): ~~~~~~ o Squad-level awareness and effective use of Cover o Allow 1-2 Engineers to repair damaged idle vehicles at/near the battlefront (possible issue if vehicle group is called back to battle) o Before an AI Ally is conquered, he will tribute all his req/power to fellow players Omitted: ~~~~~~~ o Mine laying (both at base and on expansions) - Mines are useless, more annoying then anything, and take up build space o Adding vehicles that were removed for the AI to use (ie. Space Marines/Chaos Rhino and Ork WarTrukk) - Such vehicles aren't worth their battlefield reputation Known Issues ============ o Maps with limited Startpoint build space (ie. 4p_Biffys Peril) will still cause the AI to clutter buildings together thus disallowing some vehicles and even uber-units through. This will be rectified in subsequent releases. o Maps with known Startpoint issues for Eldar Player (ie. Startpoint#3 on 4p_Mountain Trail or Startpoint#3 on 8p_Burial Grounds) - there is a known issue where for some reason when Eldar is placed on a certain Startpoints as mentioned above he will refuse to build. Other maps (ie. 6p_Testing Grounds) have even more severe Startpoint issues where half the Startpoints diminish the effectiveness of the AI no matter what faction starts there. The AI on such startpoints will only build up to an Armoury and then will only continue to Tier2 units/buildings ONLY IF attacked. This is game code-related and something Relic needs to address. o Maps with limited check/strategy points where income gathering is somewhat low (ie. 8p_Penal Colony), the AI tends to struggle a little more than usual. Until we can determine a means to dynamically-change the AI's resource plans, it will flounder a little more than normal compared to maps with prolific resource points. ========= Thanks everyone and especially to the Relic devs and THQ pubs for further bringing the Warhammer 40,000 universe alive to our PCs! Looking SO forward to the WinterAssault Expansion! 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/forumdisplay.php?f=96 Cheers DoWers!
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