26p: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26p.zip http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26p.exe With citadel upgrades, journeyman, and godplate Nightmare AI has plenty to shop for now. Should not float as much money mid game. Ashkandor added globally.
Peppe
[quote]Sure - let's give that a go and see if we have any batshite crazy ai's running around with ash[/quote] Who is good or bad to have buy ash? I can do what miriyaka suggested and make it a priority for all assassins, or a priority for everyone and remove it from specific builds, or leave it at 0 globally and add it to specific builds.
We can up the priority on currency 2 and 3. They are not great upgrades though even with the nightmare gold bonus. For currency 2 the AI that buys either one isn't going to recoup the costs by the end of the game. The team as a whole may come out a little ahead in 4-5 minutes. Currency 3 is hard to imagine a setup where this pays off. On ashkandor we can force the AI to save 18000 for any artifact purchase, then when it goes to shop if ashk
26o: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26o.zip http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26o.exe Flipped around some override orders to allow attack to run more often. Attack should lead to more creep attacking, though it includes just about every attack type.&nbs
[quote]Not sure if it was a fluke, but the ai sedna on the other team took a shot at my portal (good). When she saw she was beat, she sigiled (she needed to), then silenced me, then tp'd out. So she made it so I could not interrupt. Very good stuff.[/quote] I don't recall when they are set to sigil, but should be below a few thousand health. Sedna should use silence at about 35% health, and she should consider running (or tp to health stone) starting at about 40%, so good that
26n: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26n.zip http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26n.exe Tweaked shopping for high gold start. Global item priorities updated, godplate and journeyman purchasable now. Moved pounce 1 to its own action. The on
FS1 is the only one with a forced delay to get it out of the initial shop list. The upgrade does not do much until buildings take some damage. Miriyaka, Nightmare starts with 4k and should buy 2 1500 items and 1-2 other items. Don't think FS1 should be in the initial shop. The purchasing scheme I settled on is max item price for the first 20 seconds is 1500, unless it starts with more than 5000 (high gold or filthy rich). If it has high gold or we are outside the i
[quote]Moreover, you'd have known that Peppe actually set FS1 and Cur1 to be bought under all and any circumstances by the AI as the the highest priority. Thus, weird things I report are weird, indeed[/quote] AI is only forced to shop for currency and the troop upgrades. FS1 has a high priority after war score 100 and is cheap, so is often purchased by the first AI to shop for a second time. The score requirement basically removes it from the initial shop, so the AI
I was able to download from the skydrive site. What issues are you having?
On cataract they should not have gone artifact shopping until their side owns the shop, so it was probably just the standard 20 second shopping to start followed by capturing the first flag (random selection of 3 closest flags with lowest threat). Once they owned the artifact shop if they were near the shop and had the money then they would buy artifacts. I set mage slayer, girdle of giants, bulwark, and all fathers as globally ok to buy. I also adde
26m: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26m.exe http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26m.zip Sedna level one pounce should not be on fire at will. Reg auto attack build disabled. He just has the snipe build active. Noticed the nightmare AI's di
lua\common\Items\generalitems.lua In a loop for the number of healers spawned, the second healer spawned is given the guard command to another hero. Selection process for those heroes is: find all demigods on our team. of those find ones that do not own the idol we have. of those randomly assign the spawned minion to them. [code="c++"] if myBrain.BrainController != 'Human' and unit:GetHealthPercent() >
[quote who="IN1" reply="151" id="2836522"]Totally off-topic, but both Sedna and mod related, so bear with me Is there any chance to modify the UI ally health/mana mod in such a way skills would be useable on allies by clicking on their portrait? It's really frustrating when you heal the wrong ally (or yourself) in close-quarters melee. This game should not be about super-precise mouse clicking, after all. Every DG having support skills that need targeting c
[quote]That's right... 1. We eeked out a win on WS (which we really shouldn't have been able to hold, but we did).[/quote] The sniper build does tend to stop and snipe whenever it has mana and there is a target in range, so if its a team full of them it may be slow to capture flags. i set the mana threshold at 650, anything below that and it should do more team stuff until it gets mana and a target gets in its range, then it is back to sniping.
Sedna Builds: [code="asp.net"] heal_silence = { 'HSednaHeal01', # 1 'HSednaHealingWind01',
[quote who="IN1" reply="148" id="2836507"]Testing Sedna Silence fixes/tweaks as announced in v26k + assorted issues. skirmish (mod version) .26l/uberfix 1.03 Settings: cata/High Towers - all other settings on default AI settings: nightmare 5v4 sed(h)/sed/sed/sed/sed v sed/sed/sed Observed results: This setup allowed the game to be long enough for our testing purposes. I sat at crystal as an observer and bought Cur2,
[quote who="OMG_pacov" reply="149" id="2836512"]skirmish (mod version) .26l/uberfix 1.03 Settings: cata/High Towers - all other settings on default AI settings: normal 1v3 rook(h) v reg/reg/reg Observed results: Overall it was fun. The ai kept up the snipe pressure for the most part forcing me to put more than a few points in structural transfer to keep up. basic ai issues: I died once la
First you will want to setup a modfolder for your mod in: Demigod\bindata\mods\ Copy a mod_info.lua from another mod and change the values to describe your mod. Generate a unique id for your mod ( http://www.somacon.com/p113.php ) [quote]1. If i want to mod for example a something on a demigod, i have to find the right lua data in the dgdata.zip of the demigod an change some values if i want to make him stronger
26L: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26L.zip http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26l.exe More Reg sniping tweaks.
I think I found the final snipe issue. There is a 'nearbyheroes' variable that most skill reference to see if there is a target in the range of their skill. Well that variable caps at 30 yards. So when the snipe skill asks is there anything withing 90 yards of me, the variable often returns 0 cause it doesn't look between 30-90 yards. I've got Reg sniping to near the center from his health stone now :P The AI can shoot into the fog like player
26k: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26k.exe http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26k.zip Fix buying troops in response to enemy, fixed function and made it a drop everything and go buy upgrades override. Reg more snipe happy... Upped be
[quote who="4Nana" reply="130" id="2835625"]Couple comments: Tested a 3 human vs 5 nightmare ai. It was decently challenging in the beginning, but after we passed a certain hump (around lvl 10) the game became dramatically easier, with kill after kill after kill (like 50 kills for our team after this point). Prior to, we actually had 2 deaths for our team. I don't specifically know what would make them better mid-late game, but they seem to be lacking, as the diff
[quote who="Exxcentric" reply="127" id="2835491"]TY Is it possible to make some demigods primary savers. Maybe allow them to spend a maximum amount of gold (say 6000) on items before they begin to save (this would allow reg/tb with BoTS to have infinite mana and about 5000 health - Unbreakables, Nimoth, Banded, Scaled + 1 Helm, several teleports and potions. IMO, Reg and TB ;+ blade of the serpent build;(maybe QOT with shield/ground sp
Only thing i can think is maybe some of the demigods didn't have enough range to attack the stronghold building, so they added range buffs when it is the target? Found the issue, old: [code="c++"]function EnemyHasUpgrade(unit, upgradeName) local hasupgrade = false local etBrain = GetEnemyTeamBrain(unit) if etBrain then local hasupgrade = HasUp
miriyaka , trying to use the EnemyHasUpgrade and it always returns false. Do i have an old/wrong version in the AI globals file? Found the issue, old: [code="c++"]function EnemyHasUpgrade(unit, upgradeName) local hasupgrade = false local etBrain = GetEnemyTeamBrain(unit) &nb