Could try phantom. There is some strange appeal to playing happily with then betraying friends.
Best posts made by relentless
such professionalism Jip!
p.s nice work on todays patch!
Add a reclaim metric to the post game graph. Actually I've never checked if its recorded during the game, I just remember it from the supreme score board during replays.
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.
Curious to know what your after from the mod here Rogue_Price. Are you interested in improved enemy AI (harder? smarter?) or improved supporting AI (the ones that assist you etc).
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
Open Palms
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.
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@swaaye
I have seen this but I never correlated it to Uveso being present or not. There's nothing in his code that plays with civilians.
When I saw it happen I saw that the PD's attacked one player but not another. I'll have to try it with a few variations of different AI and see if having Uveso enabled makes it happen or not.
Awesome work on this Brutus! Takes a brave man to dive into legacy code.
A couple of the AI ignore the rolloff delay that results in quicker production. @maudlin27 said he hit an issue when implementing it (required him to sometimes clear the factory commands after a unit is produced) that could 'potentially' pop up when you do this Jip.
@gheed It needs a quick hotfix, I'm sure Uveso will upload once he's available.
I like this idea (swapping radar from frigs to subs). Gives an attacker something they can target to gain an advantage and generally makes it a tiny bit less about just mushing the frigate armies together.
I would like it if they didn't run out of fuel due to personal space issues while waiting close to your base.
Cool I'll take a squizz tonight and see if I can find the problem replays from his username, the pessimist in me is saying its mods though Uveso's AI is pretty good with them.
That would be impressive if it was(I did double check the url as I thought maybe the same :D).
Hi Ahineys,
Are you actually using FAF? Discussions on that forum indicate no.
If you are using FAF then you can paste the replay url directly from the client to make life easier for us to troubleshoot.
Just as an aside Maudlin. You can leverage the brain:TakeResource and brain:GiveResource as well to transfer energy directly should you want to implement more restrictive pgen gifting but still want to be able to quickly help allies if they have crashed power. I do it on mine though I don't play with AI on my team so never really done much validation on it.