I tried also the rush variant and it is indeed more vicious early. I tried uveso vs 2 sorians and just now, uveso adaptive vs sorian adaptive, sorian air and sorian navy. Took some pics and videos also. Uveso obviously won all the games, but was getting hammered quite well early on, mostly by sorian air, which actualy did very good bomber runs (though never built a T2 airplane in like 90 minute game), doing lots of damage and also upped to T2 navy and did really lots of damage with destroyers. Uveso didnt react that well in this game, i expected T2 arty or/and T2 tacs. In previous game, it did wonders with a single T2 artilery, i thought to myself, there is an MVP unit. At moments i got pretty nervous when the commander got into the water next to like 10 T1 enemy subs, but it got out in time. Though experienced player would go for the snipe.
Ok, then it somehow took out the air player, which was the only player actualy doing something of worth. Then the "navy" player who didnt get to T2 navy in 80 minutes of the game. And then the sorian adaptive who didnt do anything at all, except building the biggest T1 land spam i ever saw and just sat on his island, sending a transport every 10 minutes or soo. Had T1 mass extractors by minute 60 and by the end of the game, actualy upped some to T2. But it seemed like uveso had the most problems with this player. It sat tons of units in the water by the beach, occasionaly trying to rush with about 10 amphibious tanks, but getting slaughtered by about 150 mantises. Didnt use the experimental. It really should have used T2 navy to bombard the beach. It took a looooooong time for him to send a nuke, missing the commander that was sitting by the beach, but the second nuke got him. I wrote down some things that got into my mind as i was watching the game. Keep in mind that while i think as a programmer, i have no idea how the AI programming is actualy done in this game, its just pseudo thinking. Might be impossible to implement, might not even be smart to implement.
sending transports from A to B, to the same point, over and over, no unit survives the landing. Between points A and B are stationary antiair, enough to drop everything. Would be cool if there was a way to assess a path and avoid it if it detects to much AA to actualy land
Units, mostly in water, getting torpedoed, not sending torpedoes back (out of range) but not moving away either. A lot of T3 mailboxes got shot this way.
As i already said, detect when arty/tacs and navy are needed
maybe a plan who to kill in 1v more enemies ... instead of sending few transports to 1 enemy, then the next, etc.
maybe defend expansion bases a bit ? If not with buildings, at least few units. It made like T2/T3 mexes on empty islands, only to be lost to enemy engies seconds later
I went into 2v2 game where my rating is about 300 and ended in a game with 2 other 300's and a 1900, obviously in the opposite team. With custom games its about 2 different maps all the time, i wonder where that nice 2v2 isis map is and similar maps. In the end, me and my friend, who belive it or not is even worse than me, went playing 2v2 vs uveso AI. On 5x5 map we won quite easily. Then went to 10x10 map and it was pure luck that we won - 1 of the enemy commanders stupidily went almost to the middle of the map while it was like minute 20, so we sniped him. Same with the other commander - he killed my friends base with bots and even had chicken coming, only to get killed by his destroyers at like mid map. That AI is really tough, the only thing i would change is the same thing i would change with human players - keep ur com hidden in ur freakin base if its past minute 10 or u will get sniped.
Anyway i felt that i learned a lot more from this 2v2 game vs uveso than i did from that gap 6v6. I had to do so much multitasking and was quickly overwhelmed but knew what i need to improve.
I guess i will cry myself to sleep with some 1v1's then and keep this account. Tnx
All that info is public, lol. I mostly play dual gap but that seems to be almost the only map thats being played lately. Its gonna take a while to get my rating down, im almost thinking if its worth the time or i just make a new account and play a couple of 1v1's to get my rating more accurate. Thoughts ?
A question about rating. Im a 800, with something like 250 games. My rating is completely unrealistic, when pitted against other 800's. Often even 500's whoop my ass. Yet my rating remains at 800 even though i keep losing games and in games they expect me to play like 800 not like 400. So aside from making a new fresh account, how can i quickly get my rating to my actualy skill ?
Making a mod would involve me spending time working on it. Though yesterday i did go through some lua files and tweaked the benchmark scenario, thank god i still remember some c(++). What i need is automatic way to get min, max and avg framerate in a benchmark that is a few minutes long. Its important to be consistant. I run it at simspeed +0. If ur further interested, im trying to see the effect of frequency of certain cores on the framerates and also some other things. There is no evil plan to take over the world behind it .. i am doing this for my joy, i enjoy tweaking and looking for that 0.0001% +/- difference and seeing which things in game engine were implemented good and which not so good.
Also, in the meantime, i found out that the benchmark file that is created does indeed offer FPS numbers: min, max and average. It just hides them quite well behind a lot of useless stats.
A member, IceDreamer supposedly made a nice mod for just what i need with tons of ASFs, but download links are broken. If anyone has it, please do share.
I need a mod or program that will measure fps of a gameplay but it needs to be identical every single time, therefor i need a scripted scenario or replay. And obviously i need a way that will do all by itself instead of me sitting there with a fraps. Like i said, i am testing setups and configuration, for my own joy. My pc, as it is, is plenty powerful to run the game without tweaking btw. Please lets stay on topic.
Jip: Thank you, i just ran the thing and it does indeed work and i get the score and total frame time. No average fps, amazing. I guess i can get that by measuring the length of the test. In anycase, thank you for this
If anyone has any even better benchmarks for Steam FAF version of FA, please do tell
I am looking for some kind of automatic benchmark mod for steam version of FA. For instance some kind of fixed replay that will at the end give me average FPS, replay can be like 1, 2 or more minutes long. I need it to compare certain setups and configurations. I know tools like this were out but all the links to download are broken.
I just checked the vid and its very interesting. I am guessing it is constantly calculating whether it should attack units in its vicinity or go home .. and it is using many parameters, such as its own health, strength of ally/enemy units, distance from home, time of game, etc. Am i assuming correct ? Similar with overcharge, calculate mass of adjacent units, decide if worth the energy cost of overcharge ?
I am very impressed with the AI, like i said, it won against 3 sorian enemies. I am looking forward to seeing how it improves further. There is so many things .. for instance, sure, u can have a generic commander, same for every game. But, what if u spice it up, make a few personalities and at start of each game its randomly choosen ? So, in the last game, you saw an uveso enemy commander defending its base very well, then the next game, the enemy commander suddenly pops in the middle of your base, almost on a suicide run. I can almost hear my friend on skype, saying, what the f... and laughing if it happened to him. Sadly, im not a good player to give any tips on navy or anything.
1 thing i noticed, there seems to be certain markers on each map, you can even see them for a few seconds after the game starts. And then everyone builds navy bases on those markers (uveso sometimes even tries to build navy factory near enemy island, which is a neat trick, human enemies do it all the time). But, isnt the fact that those build markers even exist, kind of making the build thing almost scripted ? I was thinking about it earlier and if u set all the water as potential build site, you would probably have big problems preventing AI trying to build it in some insane places. But, speaking for 4 corners, i would add more navy build spaces, add different weight to them to make sure they more often then not pick the more optimal one, then just use a rand function to pick spot. I hope i didnt completely miss the point of how its done.
There is so much more i would like to say but i will keep it short just by 1 last comment. You said, units don't know how long the weapon range is from the enemy unit. But in a way, we do. Let's say we have radar coverage but no sight coverage, so we dont know which unit is shooting at our unit. But we do see that a) our unit is getting hit by something and in the case of torpedos, we do know its a torpedo, b) we know our unit isnt shooting back since we can see that visualy. And lastly, c) we can see that the unit is out of range, since we can visualy see that the enemy icon is out of the red circle that shows range of our attack. Now, it is true that we cant just by looking say exactly how many meters the unit is away, but we can approximate. We dont even have to know the distance itself, we just say ... if(gettingHit/taking damage && noUnitInWeaponsRange) doSomething (like move away, move closer, anything). Btw, is there any default unit response for what the unit will do when its getting hit ? In most strategy games, if u start shooting unit from afar, it will come to you and attack. Is that different in SC ?
Looking forward to your next AI update
Oh, just another thing to add ... the way your AI is using commander is amazing. It got like 70 kills in a game and really responded well to attacks. At the start, i saw barely any direct damage units and i felt that was extremely risky, but i forgot that commander is an absolute power house at the beginning and it really did respond amazing to all enemy incursions and the more enemy attacked, the better it was since all they did was give mass.
Commander going into water near many subs got me worried but then i noticed its trying to build navyyard near, so it was actualy tanking some torpedoes. Killed some T1 ships also. I missed it reclaiming enemy subs sometimes, when it was only 1 sub there - it walked under it but then went onto the land. But still, awesome play. Then it built T2 PDs, like 5 of them, but not a single T2 AA. It got me worried but then i realised ... enemy didnt use any T2 air, and T1 AA units from factories are amazing, it had plenty of those and they cleared the sky awesome. See, if i was playing, i would surely build T2 AA as soon as i sighted a single enemy T1 bomber, and i would waste mass this way.