svenni_badbwoi has done some great work with some of the older maps and has really improved them, I can see some of them are already in this list. It would be great to replace some of the other maps with those versions on ladder, forbidden pass being one of them.
This is great reading. Especially about the auth woes. Makes you appreciate just how much unpaid time is put in.
Thanks for organising Swkoll! and the players for providing some interesting replays to ponder over (and whoever did the twitch cast as they pointed out where the AI's were failing by comparison to the humans they were fighting).
The replays were ok for me,
To be fair Mylaur anyone above a 300 rank playing against a non cheating AI is going to have an easy time.
For giggles you could try RNGAI (self promotion, just make sure you read the description for setup tips) with a 1.5 cheat/build multiplier on that same map and see if your experience changes.
Getting the acu to be remotely in the realm of a human is damn near impossible(have spent days/weeks/months trying), an (almost) single threaded game just doesn't have enough clock cycles to do complex calculations at the speed to capture the data required to react and make decisions, you can do fake micro but like you said the acu doesn't really know 'what' to do.
Example for reference : getting aeon auroras the try and maintain weapon range on a target during combat takes approximately 7 function calls per second per unit plus supporting logic, if there are 50 T1 auroras on the field fighting that's 350 per second and 50 units is a small number.
I'm keen to have my AI playing in it. Though I'm in a terrible timezone so will will need to recruit someone for the support side of it.
I did a quick round of map testing and found issues with these two maps
Regor VI Highlands
Open Palms has land pathing issues. The default path markers and the Uveso generator make the AI think they can walk to the two side mass point areas but they can't. Would need adjusted pathing markers done.
Regor VI Highlands has 2 mass points that are too close to the map border so the AI can't build mass points on that. (lower right half of the map and upper left half of the map is where the two mass points live).
Both are great maps though from a gameplay perspective.
Setting up AI's to fight each other is ok to get a base number.
Good to have as side information side (another tab on your spreadsheet maybe? its easier to setup an AI game and walk away if your low on time). Small note here, recently the skirmish game mode was made to allow the human to become observer so you could run these on the offline executable without spamming replays to the replay server.
But I kinda agree with tatsu in that its not representative of how those same AI's will fair against humans and there needs to be a 'feel' indicator, especially when it comes to how they play with different human play styles, map preferences, cheat multipliers and even ai game settings. One might do ok against a turtle but garbage against a pressure player and vice versa. Its all 'eye of the beholder' sort of thing, but as someone whos stared at AI games far too much its worth something.
oh nice! didn't know his voice, in which case 2x thanks!
and Utopian Uveso would have done better but there was a little communication break down as to which variant of Uveso was used, the one selected was more suited to turtle game play than his rush one is. Next time it'll do better.
Have a friend in aus that I play with often. He had similar issues due to GC-NAT and had to ask/demand he not have it applied to his connection.
I always feel uneasy when faced with a decent Aeon player, if they get air control things can go down hill slowly..painfully..
Lose air control and lose bomber options >> Get kited by tanks >> try counter with gun acu >> get kited by aeon gun com with range upgrade >> slowly die
Could I do that same thing to myself using Aeon? no I don't have those multitasking skills..so I'm fine with losing to someone doing it to me.
I had this intermittently last night, assumed it was external factors.
Thanks for the report. I've got a good idea on what caused this. I'll put in a fix for it today and log a request to the main codebase for the fix as well.
(its not just that rng doesn't like losing).
Actually I've been wondering about that. Is there any rules on having a prerelease version of a mod present on the vault?
cool concept, and whoever did that poster did an awesome job.
An opt-in for AI opponents if no players within your range are available within a certain time frame would be great.
I can't imagine anyone on these forums would get much out of it. But if a new player could have an AI game (that could be preconfigured correctly as well) instead of waiting extended periods and possibly getting spanked by a much higher rated player that could be a good thing. As someone who lives in a quiet time zone knowing that I'll be waiting a LONG time to get a game after I click the button is a turn off.
Maybe you could gain rating up to 300 through those games to avoid it being abused, that way no one has to argue about what AI's are rated what. I imagine any AI no matter how good has a decreased perceived rating based on how many times you've played it.