I'm a small-time Gothic/Industrial DJ in my spare time... although, video games have always held a special place in my heart. RTS games in particular, but I've been known to partake in many genres including RPGs, Shooters, etc.
I always love new versions of the AI mod... keep up the improvements, I say! DoW 2 needs every one of these fixes.
This is awesome, lol. I saw a nob squad and several tank hunters in the very first match against orks, that minor variety boost was exactly what the mod needed. I'm sure I'll have nothing but positive things to say, but I have yet to test the Tyranids- so I'll do that now.
Thanks! While I trust you to edit everything (you've done excellent so far) I was just wondering if there was a workaround I could use just in case we find a large bug with the current build of the ai mod. Fighting an AI that doesn't even build squad leaders? Kinda disappointing. More of a aesthetic thing for me, but squad leaders do a lot more than just look cool.
Nice! I'll get started with testing it right away, man. =) As for elite mod, I can't say I've ever actually tried it, but I'd be open to it. Lately I've been trying to figure out how to import some cool new Ork skins into the game, but it's been really difficult to figure out. I'm pretty sure all of the files are just basic models, so I need to compile them into a mod- which I've never done with DoW 2.
I used to be a huge user of mods back in the days of DoW 1, but I've been stumped by the complexity of DoW 2. Having to compile everything into files like .sgas is a bit more expertise than I'm used to. Any advice you could offer? I'm currently trying to figure out what's the best program to use for uploading a skin over a default model- to start, I'm just trying to modify the Ork kommando nob hero with a custom model.
I figure once I get at least one model replaced, the rest will be pretty much self-explanatory.
Hey KanKrusha, I just wanted to say thanks again for your awesome AI mod for Retribution. Nobody else would ever take that kind of initiate just for coolness sake, lol.
Just had an excellent match against some orks, an expert kommando nob with a hard warboss- the kommando used everything from shoota squads to stormboys to stikk bombas, I was insanely impressed with the unit variety. Still no nob squads, but they are kind of like a rare specialty unit like genestealers. I just like fighting mean looking giant orks, lol- and your mod very much makes that a reality for skirmish games.
By the way, Ork weirdboys- in all my days of owning Retribution, I've never seen an ai build a weirdboy. That seems really strange... you may want to look into that as well.
Seems like you've learned a crap-load about the AI functionality in Retribution, lol. Did you ever think of skinning or using custom models in your mods? I haven't figured that out just yet, it's a lot of learning... like how everything has to be .sga files.
I'm just curious- is there a way to alter the default Retribution AI minimally so that it will upgrade squads with leaders and heroes with wargear, but not behave drastically different overall?
I feel like that would be a great foundation to work from, or perhaps a lovable little minimod. A lot of these changes you've implemented, while idealistic- usually just end up making the AI act broken. That has nothing to do with you, it has to do with the AI and how strangely it behaves.
AI programming is mind-numbing work for sure- and small, seemingly insignificant changes can break huge things. At the same time, I think you could do a lot for the default AI with what you've learned about squad leaders and hero wargear- those upgrades? They definitely make the AI stronger against a human player. Ultimately, I think that should be the goal- not so much ornate strategy changes, just being genuinely harder and improved overall. Smarter. I can live without changing unit priorities, that's toying with things we probably shouldn't be toying with- because then we get this Frankenstein's monster that can barely beat a human on expert. That's kind of how I feel about the current build- about 3/4 matches I play with the AI mod are wasted time, because the AI is limping like a zombie with a broken ankle- and they don't seem to improve once a match has already started. Understand what I mean?
The default AI is pretty smooth overall- almost like they uniquely shaped it around the flaws of the AI, which means we're probably doing more harm than good by trying to make it smarter.
Those are just my thoughts on the matter.
Yeah, I think Tyranids need the Zoanthrope and Carnifex priority switched in a lot of matches. Zoanthropes are a cool unit that I never saw the default AI use without this mod, I'll also mention- but the AI just needs a bit of heavy armor to back them up.
Like I said... much more than upping the priority of those squad leader units (like space marine sergeants and ork shoota nobs), what much else does the default AI need? It's pretty clever actually.
Oh yeah, one last thing- try to raise the priority of plague marines if you could, they are always superseded by noise marines it seems. I like seeing the occasional rare unit like that.
By the way- the high priority of the ork shoota nobs? Excellent touch. Just don't don't let it overrun the priority of units like nob squads- I was just playing today, and randomly with default AI I got like... six nob squads under the warboss. Kinda like I only see genestealers under the Lictor Alpha with the default Tyranid AI... it's quirky like that, so you don't want to change too much and upset the natural order of the game- you know. It's hard to edit one thing without it having consequences other places- so I recommend just working to highten those squad leader priorities like the shoota squad nobs, rather than toying too much with the game. Like I said, I have yet to see a swarm lord or Carnifex with any of the Tyranid heroes- might want to start there.
Trust me, I've nuked several expert tyranid AIs as the imperial guard, they need a tweak or two- they have a very poor response to vehicles. This isn't a problem in the default game AI, because they often kinda spam carnifexes and swarm lords until you either die or you push them back- it's actually pretty effective. Genestealers and Nob Squads are kinda like albino units, you see them very rarely in the default AI- but I like having the variety of those cool units, not just BATLLEWAGON SPAM or something like that.
It depends on your strategy- I'm Imperial Guard, which makes me at a disadvantage when walkers or melee units come out randomly. Since Tyranids don't do that, and I play annihilation mode primarily, I tend to destroy them. The orks are a bit different, they function next to perfect. The key function you need to focus on is just making AI units upgrade their squad leaders and hero wargear- which the regular AI doesn't do. The default AI isn't THAT bad, trust me- it's just fundamentally flawed in that it isn't programmed to do certain things. As an annihilation player, I tend to love long battles- so the need for a swarm lord or carnifex was immediately apparent. I mostly play with an expert AI ally and enemy, with another hard enemy- 2 vs. 2. So far, this mod completely improves everything- except the Tyranids, who try to infantry and zoanthrope rush my Imperial Guard.
As for Chaos? They tend to work pretty well overall, same with the Orks and all the other races.
You're still at it, eh? I was sure you guys would've thrown in the towel by this point. I'll admit though, a new release would give me a good excuse to dust off Soulstorm- which I've been meaning to do for months now, but going from a smooth and polished Dawn of War 2 back to the old days of Soulstorm? It's gonna be rough, lol. Hopefully this next release will be just the spark I've needed... hope you've implemented the gargoyles for an air-unit, just to better fit the Soulstorm atmosphere.
Hey KanKrusha- if you haven't already noticed, I posted a comment on your mod collection's front page for the latest build of the AI mod, pointing out some issues I've noticed with how the AI behaves. Hope it helps!
Hey KanKrusha, I adore this ai mod- but through my testing, I've noticed a fatal flaw with the latest build in the Tyranid AI: they don't properly build carnifex or swarm lords, it seems. This generally means you can easily crush the AI even on expert by using a solid anti-infantry strategy 100% of the time, from my experience. I also noticed that genestealers are absent- which they aren't in the original game's ai. I could be mistaken, but I've also never really seen the ai use Ork Nob or stormboy squads either- other than that, the Ork AI is a massive improvement overall. It just seems to me that the Tyranids have fatal flaws that need to be addressed. Hope it helps!
New tiberium mutants... at last. It made me sad to see the mutants dissapear after Tiberian Sun... I guess they thought the Scrin were worthy "monster role" replacements. Tiberium Wars, while a really fun game, made tiberium more like a valuable mineral and less like a dangerous alien plant that was prone to consuming Earth with mutations and monsters. Veinholes, Floaters, Tiberium Plantlife, and the whole Tiberium making boat-use impossible and the air on Earth toxic thing for example... I wanted to see more of that concept. Like an alien apocalypse.
The progress so far looks really amazing. I can tell there's been quite a bit of work into this, and whenever you release it... I think it will officially be the first interesting/half-decent zombie RTS game ever. High hopes for that indeed. =)
It's a song from the game Painkiller
Thank you for the friendship. Your artwork is very interesting and well done, I like the sense of abstractness about it.
I've uploaded a song you may find interesting, feel free to check it out. Its quite a dark piece and has inspired me in the past.
A true work of art, I must say.
I'm quite involved with a lot of Dark ambient myself, I really like the genre overall. Some of my favorite dark ambient/ambient black metal artists are Nox Arcana, Xasthur, and Burzum. I'm always quite interested to hear of new bands as well.
Just here to say hello to everyone in the writer's club.
I am quite an avid writer myself, and write a lot of dramatic, dark poetry in my spare time... I've got an example in my blog if anyone is interested in reading it.
Bolters do usually shoot in single shot in fluff... but as the enemy advances, they switch to full auto or 4 round burst, as often the case with tyranids more than likely. I'm certainly not complaining, though... because the mod looks nice.
Its looking good... Keep up the good work.
Well done... I really like what you've done with the mod.
I cant wait for the hive tyrant... except for the giant warrior... this is the only god you'll ever need.
I can't wait... the work put into this mod is awe inspiring...
It looks awesome! You might want to rethink the color scheme of the tyranids or something though... they seem a little too dark. They walk strange too, but with a little work... it can be the best thing since blood.