Engine Fix Soulstorm
Full Version 7 commentsFix and up perfomance(+15%).
Hey. Welcome to our Extended Dow AI community for our favorite game. This mod uses the mod Dawn Of Skirmish" v3.20 Advanced AI Mod for DoW:Soulstorm by Skirmish AI Team. The dow AI has been expanded and significantly reworked, but it is still in an imperfect form, there are bugs, possibly crashes. All this will be corrected and improved, for this you need people-You.
Currently implemented:
1. Increase apm.
2. The choice of targets by melee and ranged, those against whom they are most effective during the battle.
3. Determination of the transition to the next technological level, in order to produce troops during the transition and more.
4. Improving troop behavior.
5. Improved the behavior of builders, now they are divided into tasks.
6. Improvements of construction sites.
7. Removal of buildings.
And much more.
Discord Channel. Follow the news there.
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Привет. Добро пожаловать в наше комьюнити по расширенному ии для нашей любимой игры. В данном моде использован мод Dawn Of Skirmish" v3.20 Advanced AI Mod for DoW:Soulstorm by Skirmish AI Team. Dow Ai был расширен и значительно переработан, но находится ещё в несовершенном виде, присутвуют баги, возможно, вылеты. Всё это будет исправляться и совершенствоваться, для этого нужны люди-Вы.
На данный момент реализовано:
1.Увеличение апм.
2.Выбор целей ближниками и дальниками, тех, против кого они эффективней всего во время боя.
3.Определение перехода в следующий технологический уровень, для того, чтобы производить войска во время перехода и другое.
4.Улучшение поведения войск.
5.Улучшение поведения строителей, теперь они разделяются на задачи.
6.Улучшения мест постройки.
7.Удаление зданий.
И многое другое.
Дискорд Канал. Следите за новостями там
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Various fixes and improvements. Различные фиксы и улучшения. The changelog below.
Important and critical update!!! Важное и критическое обновление!!! The changelog and link is below.
Important and critical update!!! Важное и критическое обновление!!!
If the link is not available, it is in the discord, the link is below. The list of changes is also below. Если ссылка недоступна...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Hello! I was wondering, would this mod enable some kind of AI vs AI/spectator mode? I'm not too great at strategy games, so I'd rather watch the AI do some batting for my amusement. Thanks!
Hello. You just need to make some changes to the autoexec file. Discord has instructions in the chat.
Bug to report here. Playing against a necron extreme AI, it deleted its only monolith and was immediately defeated. Have the replay if that's of use.
Hello, thanks for the message. This has already been fixed, someday an update will be released.))
Круто, помимо Салкола еще для ванили подгон сделал
hi thudo and hi aliaska bratan :)
as an expert in this game i can say ai insane from 3.2 skirmish mod had some improvement however It's not very helpful because ai cannot out micro a player not in dow1 with such an old engine but ai can out number you just make ai to spend always all of his req and power and never retreat focus the weakest units it should never retreat tbh and second part which is the most valuable one never make useless units... it does that often waste req on useless things or power bad timings and just suicide everything ai should have never banshees for ex only ranger reapers and warpsiders firedrag seer farseer harli bright lances pretty much all just not banshees :D (if it has 2nd rax 1 - most always work to produce new units) and as for tanks never spam 1 type of vehicle it needs to know what enemy has if there is such an option? and base on that react accordingly :D
gl guys im really glad this part of dow still being alive and kickin' :)
Will there be a feature that will prevent artificial intelligence units from missing melee combat? It's so boring when playing with orks even orks AI was avoiding melee
Can you elaborate, can you give an example?
Sounds exciting!
One thing which the DoW AI would benefit from is logic which calls/declares specific units which can deepstrike to only be dropped either close, near, or far.. (ie. a Melee-only Dreadnought should ONLY be deepstriked right beside the enemy whereas a range-only dread like the Hellfire should be dropped at range so it does not get too close to the fray to be effective).
We actually had code for this but was not implemented due to our time constraints.
The deepstrike code has been slightly changed, there are plans to add a landing behind enemy lines.
It's not difficult, I think I'll do it somehow. I want this mod to be safe to use in other mods. Let's say that the landing in the dow ai skirmish mod worked well only on buildings where the radius is unlimited, but as soon as it was limited, the troops were sitting in them and did not land, I fixed that.
About the landing close, far, I'll think about.
We have unused code for that but wasn't fully tested. Key is to ensure any unit that can deepstrike would be part of that array much like Eldar units have specific Fleet of Foot toggles based on if they were ranged or not.