[:1]Most players and Rush AIs build up their forces and tech up to higher levels to overpower their opponents.
I wanted to see an AI swarm you with MM. Like in this video.
http://www.youtube.com/v/EfMFStWXmWw&hl=en
You can get a huge number of MM for the cost of a Titan.
And if you just want to see someone overwhelmed by MM, hundreds of MM, this is the AI for you.
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No Tech AI.
This is an AI which only builds T1, and lots of it.
And an AI which spams like its 1999.
Here are the new versions 1.0-1.3 By Duncane.
http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.0.zip
http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.1.zip
http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.2.zip
http://members.iinet.net.au/~dionysus/misc/NoTechAI.zip|||you could quite easily set this up yourself by modifing the platoon files (don't ask where they are, i'm not an AI modderer) so that the AI only builds engineers and LABs.|||Very interesting idea... An AI that just goes T1... LOTS OF T1!!!
It might work... a player could never control that many units, but an AI could.
Even an air focused AI could still potentially over run an opponent this way.
If I get time and I feel like it I will put together an AI that doesnt upgrade facs and has a high fac count (its not hard to do).|||Well...if the AI is gonna be microing the T1 units, wouldn't putting more than 3 lag the game like hell?|||lag be damned. i just wanna' just get drowned under a tide of MMs.|||Then join Isis and don't build PD.|||I don't think lag would be an issue since the unit limit is the same.
The AI would simply have a higher production and turnover.
You kinda need aa and subs to fight in those environments but an onslaught of MM in such large numbers might actually be pretty challenging to expand under.|||this wouldn't work. the reason is that you can only fit so many units inside their area of firing range. and when they died, other units would have to move inside that area. it would be quite easy to kill the units faster than they kill you.|||youd be surprised how many a walled t1 pd can actually stop|||True, which would mean that you would still need some Lobos.
Also you would either need scouts or some way of getting the AI to try to build radar near enough to the enemy's base to spot.
Does anyone see a need to build tanks?
I can't think of a reason to build one tank over two MM's in most senarios, tanks are basiclly just more powerfull.|||Okay .... try this....
Its a version of my AI fix pack that doesnt tech up... it will just keep producing T1 and LOTS of facs....
http://members.iinet.net.au/~dionysus/m ... notech.zip
Let me know of any issues....|||Uber cool. Thanks D.
I'll try it as soon as i get home.|||Oh and try the Land rush AI on 1.5 or 2.0 cheat levels .... that should really hammer you with T1....|||Duncane,
The AI was teching up. Before I quit the game it had 2 T2 factories up and some t2 bots.
Matt
duncane|||Bugger... I will double check things... which AI type did you select?
[edit] I uploaded the wrong version... sorry... I will correct later tonight[/edit]|||Okay version corrected, try the download now:
http://members.iinet.net.au/~dionysus/m ... notech.zip|||Cool mod Duncane. I've tried a few skirmishes against a few AI's and it looks like its working fine.
There is one small problem though.
All the AI's only build T1. I wanted to test it against the Rush AI and the Turtle AI etc. but it affects all of them.
How do i give it a name? If it had a name i could play against it with one of the old AIs.
Some other things i noticed.
It doesn't upgrade Mexs so it's economy stays small. Builds lots of pgens though, which is good.
It upgrades its commander, which is also good.
It doesn't appear to try to expand. It builds on all the available mex spots and then just attacks from its main base. This was on Isis against DT1Rush AI.
Otherwise, really neat AI.|||I'll try and do another version where the AI is a separate AI that doesnt tech. I'll try to do it this weekend.
I will also look at the mass extractor issue as it should upgrade those...|||Thanks. I'll have more time today after work to test.|||MENERGY|||POWER LEGS|||Okay here it is.... An selectable AI that doesnt Tech up.
If you remove the previous version and put the 02_NoTechAI.scd in the game data folder a "No Tech" AI will appear on the selectable list. There is also an AIx one too.
It requires Sorians AI Support mod which is include in the zip. Place the 01_aisupport.scd mod in the game data folder (it will already be there is you have Sorians AI installed).
The link for download is:
http://members.iinet.net.au/~dionysus/misc/NoTechAI.zip
Commander_Tobias, can you update the original post with some info on this... also can you change the topic subject a bit?
NOTE: This mod is compatible with my AI fixes (I recommend you install that too to fix the AI- http://forums.gaspowered.com/viewtopic.php?t=23929). It is also compatible with Sorians.|||Duncane,
I tried it last night and this AI did well against the Sorian AI. It went 45 mins against it. It died because the Sorian AI put an experimental in it's base.
The things that I saw for improvement are:
1) don't build as many engs
2) need to build more factories as mass/power will allow. It had a lot of mass and power and kind of quit building.
I was really surprised how well the AI did with just t1 units it would have done much better if it had more killing units then engs.
Matt|||It should be limited to 15 T1 engineers... did it get much past this?
Also how many factories did it get to? I set it to 30 land factories and 10 air factories? Do you think it got to this level and it needs to be increase?|||Hey Duncane.
I had a good long test battle against the AI you posted on the 24th.
It did tech up its Mexs and build a good sized base this time.
The match was on Sungs island, 20 min no rush, 4 DT1Rush AIs.
The only units i built were the Rover drones, Mexs, Pgens, a Fatboy, and an Atlantis.
Basicaly i wanted to see how the AI played against itself until one of the AIs won.
However, it really suprised me.
After the first hour only one of the AIs had been defeated but all three remaining AI were sending huge waves of ~70 units around the map.
All AIs went overboard with the mobile AA. 50 out of the 70 in each group were AA.
All AI fought over the Mex points on the map but non expanded outside of their base exept for a few naval bases.
I had retreated into the water so as not to kill any of them but they still sent a huge number of bombers after me.
If the AI had sent those bombers at each other then one probably would have won.
Anyway after the second hour i just got bord and killed one AI with Billys, one AI with Broadswords, last AI with the Fatboy.
50 T1 bombers are quite powerfull against a Fatboy.
I lost the first one and had to clear the skys before sending another.
[edit] The AIs build lots of tanks but very few LABs. the more LABs the better.
I'll try your new version asap.
Cool AI Duncane. :)
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