Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
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AI Inconsistency | Locked | |
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Jul 28 2014 Anchor | ||
First off, I really love this mod and have been playing it (1.73.4) for a while now... However, there's always been this glaring issue of the AI. ( I mostly play on Harder Difficulty) The ai in this game is hit or miss.. very often, my allied ai just turtle and derp around in base and at most send out one unit to skirmish with the enemy while keeping 99% of squads and vehicles in base (SM, IG, SoB - I'm looking at you). All while the opponent takes over the whole map and exterminates the camping ai. The malfunctioning ai only starts to engage the enemy when its main base gets attacked, but by then it is too late to fight back and the opposing ai will have much more resources from the map control they have. I have also tried playing on Hard diff to similar results. However, sometimes the SM, IG or SoB ai works perfect and they engage the enemy in full force from the start, leading to awesome battles Thus, I wonder why certain races work fine 100% of the time like Chaos for e.g. while others like SMs, IG and SoB armies tend to derp in base uselessly sometimes while working fine other times. There is a lack of consistency in some races' ai in this mod compared to vanilla SS or other mods I've played like Titanium Wars and I do hope it gets looked at and fixed. This is especially frustrating when multiple enemy AIs are crushing my forces and base while my ally's armies sit idly and watch me suffer exterminatus, likewise it is frustrating to face little to no resistance while taking over the points on the map (on Hard Diff). I am aware that others have mentioned this ai issue previously but it hasn't been addressed in a while. Once again, thanks for working hard on this awesome mod, Lord Doofus |
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Aug 12 2014 Anchor | ||
Thank you for this feedback. I will look more into this, no 100% assured fix, but will look into it. Thank you! |
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Oct 21 2014 Anchor | |
Seems how map are designed have direct influence on AI behavior too. I thought for a long time it was because I was most often playing custom made map but since reinstall I only have vanilla and apocalyzed version installed and what 08s23 and leon81VT describe still apply too. Some factions are very well working on some and are completely brainless on other *shrug* -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Oct 22 2014 Anchor | ||
Maps have an influence on AI behaviour, for example large maps with lots of strategic points are more likely to cause the AI to behave as expected. Small maps or with few strategic points will be more likely to cause problems with the AI. Teamcolour however has no influence whatsoever in the AI behaviour. Any possible change in behaviour depending on colours used are just related with your imagination as there isn't something like an AI trigger for a specific teamcolour. -- Apparently people don't like me |
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Oct 23 2014 Anchor | ||
Directly the opposite in this mod. :p All AI functions very wrell on 2 player maps especially. |
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Oct 24 2014 Anchor | ||
The allied AI is atrocius. While the enemy is Skynet. If we talk about enemy IA. If we talk about allied IA. |
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Oct 25 2014 Anchor | |
Is that so? Don't hate me @ZZ_manu-ZZ: Since genuine DOW(and 40k lore) is all about furious war, I wonder where you are "disappointed" by the game. Again, genuine or modded. Try Supreme Commander instead -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Oct 25 2014 Anchor | ||
Yeah... (balance issue at fault) way to go beating things with the overpowered attack scarabs... that drama camera doesn't help me see the view. :p No offense but the video is a terrible example. Too much moving. Some examples of 1.73.6 will be better. Necrons, playing Necrons on "small" maps have an advantage because there are much less strategic points than big maps, as Necrons act differently. On big maps, that's where they don't have the advantage. Edited by: Lord_Cylarne |
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Oct 25 2014 Anchor | |
Actually video show everything that need to be seen... I find this replay pretty funny. Especially when the Startship Troopers piece of music starts playing right on time (would sound better if I was playing IG but that was a test to listen how it sounds in DOW. Removed it since :p ). This kind of scenario still apply with latest version.May it be on small/medium/big/huge maps. On some of them some factions do great and some other don't as explained few post above :\ AI is following/repeating some kind of scenario all the time. For example, Tau AI won't attack until they get a Skyray. So they always attack around 7/9 minutes. SM usually make their first assault after 5/6minutes. Chaos 7. Nids 10 and so on... Concerning Necron balance. The fact that you made the 12 first generators free is a perfect fix for their (previously) very slow start imho. Now, I think you should make Necrons pay for extra genartors once the 1st 12 ones are done. This should fix the now too fast growth in power of Necrons The fun fact is that as Necrons are stuck to tier II with 1.73.6, it is somewhat balancing the issue/bug Edited by: sinblood -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Oct 26 2014 Anchor | ||
The video shows Eldar being slaughtered to overpowered attack scarabs when they (Eldar) obviously had too low income when you keep destroying their Listening Posts over and over and kill off their infantry each 120 requisition they spend. Yet I see a Soul Shrine!
Not related to quote: Yet you don't show any of your other videos here... curious much as I see one example of yours that will rest my case. Hopefully 1.73.7 Necrons are more balanced? Edited by: Lord_Cylarne |
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Oct 26 2014 Anchor | |
Yeah they were slaughtered... Yet you to don't take in consideration that I pointed the fact that second Eldar AI did noting to help the other one nor attacked the necrons AI. By the way I'm not the one who designed the Necrons the way that they only have (free) scarabs to throw at the enemy at game starts It was a first play on this map too, I wasn't knowing it at all
I have no idea which one you have in mind but please do my ever name changing Lord (are you Tzeentch avatar by any chance? ) And lol before it was because I got system memories flaws and now that's my install which is flawed. I reinstalled the game and end experience the exact same issues. Still the video showing IG vs Eldar AI in UA mod frontpage here...I'm sorry to say that, but I don't see any challenge coming from Eldar AI...But that's probably just me (again). Still it's very pleasant to listen how much fun have the guy playing this skirmish Funny to see that most Youtube video are played mostly by people using normal difficulty...or maybe I'm unlucky finding others. Edit: Don't get me wrong. I'm not trying to sue/harass you, Cylarne. I praise what you did and what you are trying to do with the game but actually as a simple user, I'm far more concerned about gameplay than aesthetic or new units implementation. Actually I'm dreaming of a flawlessly working UA instead of seeing sentry turrets, gargant etc or new race implemented which most probably will bring more workload to the endless fix for this and that. Edited by: sinblood -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Oct 26 2014 Anchor | |
Huh? So I have to actually mess with this while it is nowhere mentioned(afaik) ?! I already did mess up with it by myself on some previous version of UA and noticed nothing different. Really.;) -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Oct 26 2014 Anchor | ||
If I find problems, I'll fix them. If I find them.
aka balance and AI, you mean. The gameplay here in this mod is hands down great and flowing. It is the reason you still play this mod. Edited by: Lord_Cylarne |
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Nov 1 2014 Anchor | ||
I'm having much the same problem, did some testing with CPU vs CPU skirmishes and certain combinations. Sisters of Battle vs. Orks or Necrons vs. Tau will always result in one faction overrunning the other with barely any variation. The Sister AI will make 2 squads of Battle Sisters and be @ 4 pop while the Orks are at 35+ by that point. In general it seems like the Orks and the Tau are incredibly aggressive, while other factions just tech without building any units. EDIT: Fiddled with the AI Control Panel a bit, experimenting with tech speed and no rush timers, variation in these options makes AI vs AI a lot more unpredictable. This mod rules btw. I just recently came back to Dawn of War and using the UA mod is probably even more fun than discovering the game for the first time. Outstanding work! Edited by: Freezing_Sun |
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Nov 2 2014 Anchor | |
If you can share what you changed to achieve that, I would be very grateful, though you're talking about AI vs AI...that's nice but what about you vs AI? That's the most important. I suppose
Sure it does but it can be so much more -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Nov 3 2014 Anchor | ||
I just changed those two values around at random with diferent combinations. I couldn't tell you about Player vs CPU, I'm an absolute weirdo who likes just sitting there watching CPU vs CPU. In general it seems that raising the time until all-out attack makes Necrons and Tyranids a lot stronger, while Orks and Tau will overrun you relatively early when that value is low. The other factions are a bit more balanced in that regard. Not sure about the impact of tech speed. |
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Nov 3 2014 Anchor | |
That's not weird. I do the same thing. Watching the AIs at work is fascinating and it makes one think of how they could be improved; how they could be made smarter, stronger and more efficient.
Keep in mind that lower wait times are not just simply better than higher wait times. They both come with their own advantages and disadvantages. Lower wait times mean the AI's forces will attack sooner but higher wait times mean the AI will attack with a bigger force when the time is up due to it building up it's army during that waiting period.
That's not surprising. Due to the design of the races, Necrons and Tyranids benefit more by waiting to build up a large army while Orks and Tau have a good early game advantage, so it's a given that the former would benefit from higher wait times while the latter would benefit from lower wait times. It seems that the best thing to do would be to override these values so each race can have their own wait times (and if possible, their own versions of the other configurable values) which are optimum for their particular design. This may be doable. By my understanding, all the AI Control Panel does is alter the contents of the AIConfig.ai file, the contents of which are as follows (using mine as an example):
As you can see, it's simply altering the values inside the different AISettings tables. Theoretically, if these tables were instead defined in each of the races' AI files (the AI Core and/or RaceLoader might need to be changed to accommodate this) then each race could have their own wait times as well as their own versions of every other value. Of course, it would probably be important to keep the AIConfig file to use as a default in case a race doesn't have these values defined. I'd definitely be interested in someone trying out this idea. -- Dawn of War Mod Manager (Version 1.2 - 2016/03/21)A mod manager for Dawn of War, Winter Assault, Dark Crusade and Soulstorm. Eliminates common problems with launching mods, such as not having required mods or the correct version of required mods installed. Check it out and let me know what you think. |
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Nov 3 2014 Anchor | |
How do you proceed to make AI vs AI match setup? 0o
^THIS^. It would be fantastic!
Yeah and that's what is bugging me with their actual gameplay into UA. They have to wait but are the weakest late game faction...There's something wrong here. That's a big part of why I don't play them anymore. They became just meat bag to toy with That's sad to see AI just spamming tons of zoanthropes and Trygons in the hope to bring some real damage. I prefered them post Grand Release in the end even if they had tons of technical issues that were fixed since, they were at least a faction to be feared playing against. From start to end. Edited by: sinblood -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Nov 3 2014 Anchor | ||
Create a file named autoexec.lua in your Soulstorm folder and put "run = Cpu_ControlLocalPlayer()" (without the quotation marks) into it. Then start the game in dev mode, by adding "-dev" at the end of the Soulstorm shortcut target line, so that it says (example Steam version, if you've got the retail it'll be a different path) "C:\Program Files (x86)\Steam\SteamApps\common\Dawn of War Soulstorm\soulstorm.exe" -dev. Now if you load a Skirmish map, the faction you chose for yourself will be AI-controlled. If you don't want to do all that you can also just load up any map made for more than 2 players, put 2 or more AI opponents in, and at the start of the game select your HQ and press Del. You'll automatically lose and the game will ask you if you'd like to look around more. Click yes and the AI opponents will continue playing. So, first method works for all maps, second one for 3P upwards. |
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Nov 4 2014 Anchor | |
I'm glad you think so. As I said, I'd be interested in seeing someone try this out.
Really? I've heard (and seen though other people's playthroughs) that the Tyranids AI is one of the more devastating, destructive and difficult ones to beat; though I will agree that they're not really fun to play as when compared to the other races. Can't quite put my finger on exactly why, though; they just don't feel as fun as the others.
Be warned, however, that apparently the difficulty of the AI that takes control of the faction you have chosen will be locked to Hard. I do not know if it is possible to change that, but it's something to watch out for. The difficulty of the other AIs can be changed as normal, though. Another neat command you can put in the autoexec.lua file is run = setsimrate(x), where x is the framerate you desire. This, as you can probably tell, changes the framerate of the game. Great for speeding things up so it gets to the good stuff quicker. -- Dawn of War Mod Manager (Version 1.2 - 2016/03/21)A mod manager for Dawn of War, Winter Assault, Dark Crusade and Soulstorm. Eliminates common problems with launching mods, such as not having required mods or the correct version of required mods installed. Check it out and let me know what you think. |
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Nov 4 2014 Anchor | ||
Oh yeah, I forgot to mention that. Thanks. :-) |
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Nov 4 2014 Anchor | |
Thanks to both for the tricks ! Will be useful.
Even though it would be Awesome, I guess that's not something possible. It would have already been done otherwise. I find strange that author(s) of Dawn of Skirmish didn't made it if it would have been possible. Obviously, I might be wrong (I wish).
Well, they are quite overwhelming but not that much dangerous imho. Just build a strong defense at starting point 1st tier. When you see they can't achieve to break trough, then they are already lost. That's the latest skirmish I did against them. 4 Necrons vs 4 Nids. If I didn't followed what I wrote above, we would have lost. Edited by: sinblood -- Check my profile for some Tyranids retextures (link provided in pics description) |
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Nov 25 2014 Anchor | ||
Thanks for this by the way. I fiddled around with the settings for the harder settings and the ai for Space Marines doesn't seem to spam Servitors as much anymore. Still very annoying how it does that though |
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