Dawn of Skirmish
Данная модификация улучшает искусственный интеллект. ИИ стал грамотнее возводить базу, использовать специальные способности юнитов, научился применять разнообразные тактики, поддерживать союзников в атаке и обороне. Также добавлена более глубокая настройка уровня интеллекта компьютера.Данная версия также включает в себя четыре небольших модификации - Extended Camera Mod (изменяет дальность обзора камеры), Fortress Mod (заставляет ИИ активно использовать оборонительные сооружения - мины и турелли), Massive Battle Mod (увеличивает лимит на пехоту и технику) и Heroes Special Mod (изменяет систему зарабатывания опыта для героев). Эти и многие другие опции можно включить/отключить в настройках игры перед началом сражения.
Мод только для Soulstorm.
Особенности версии 3.20 (на английском):
Нажмите, чтобы прочитать
What's new in Dawn of Skirmish SS AI 3.2?
=========================================
o Map data base which allows improved pathing checks for enemy units (must be activated by choosing the game mod MapDB in the game menu!)
o Eldar fortress map crash should be fixed (Hopefully)
o Other fixes and improvements
Extended camera zoom modes
==========================
Optional installation feature which adds two files camera_high.lua and camera_low.lua to the Dowai_mod\Data folder.
If you dislike them you can deselect them during installation or just delete them if you already installed them.
The default view is almost the same like vanilla therefore you shouldn't notice much difference until you start
to zoom in or out. Thanks to Alex Gnome for the original discovery of the camera settings.
AI Highspeed Setting
====================
Option set in the game mode panel at the setup of a game.
People who experience heavy lag and sync problems in multiplayer should try this option.
Some AI calculations are simplified or skipped to increase performance.
But beware, the AI could be slightly weaker because of that.
Heroes Special Mod
==================
Option set in the game mode panel at the setup of a game.
Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes
only on the unit experience system. Have a look at the Heroes Special readme file for further information.
There's also a Heroes Special modding document which describes the inclusion and modification of Heroes Special
for other mods.
Massive Battles Mod
===================
Was also part of Cuttershanes original Heroes Mod. Increases the squad and support cap maximum by 50%.
Therefore all players can build squads and vehicles up to 30 squad and 30 support cap. (Except Orcs)
Fortress Mod
============
Use this if you prefer defensive games with stronger turrets, mines and fortified listening posts. The AI will
also build more turrets and mines as in normal games.
AI Donation System
==================
Option set in the game mode panel at the setup of a game.
- All races donate requisition if they own more than 800
- All races demand requisition if they own less than 200
- All races donate power if they own more than 600 (Necrons: more than 1100)
- All races demand power if they own less than 200 (Necrons: less than 400)
AI Config Panel
===============
There are several options you can change for each difficulty level to adjust the AI behaviour to you liking.
1.) Dancing
~~~~~~~~~~~
Dancing is the ability to run away with ranged units if they are attacked in melee.
There are three possible settings:
a) Off => Dancing is not used at all
Standard => The AI is restricted to only dance with one unit at a time
c) Godlike => The AI will dance with several units at a time if necessary
2.) Attack Delay
~~~~~~~~~~~~~~~~
This forces the AI to wait with an attack until a specif time has passed.
You can adjust this time in two minute steps from 0 to 20 minutes.
3.) Tech Speed
~~~~~~~~~~~~~~
With an increased teching speed, the AI will spend its resources more on teching than on building troops.
With a decreased teching speed, the AI will spend its resources more on building troops than on teching.
4.) Teching Handicap
~~~~~~~~~~~~~~~~~~~~
A handicap will slow down the teching of an AI. It will also hoard more resources
instead of spending it immediately for units or buildings.
You can give allies an handicap or opponents. If you give allies a handicap, all
AI's allied with a human player are affected. If you give opponents a handicap, all
AI's not allied with a human player are affected. You can use this behavior for
example to weaken AI opponents if you don't feel good enough to face them at full
strength. Or you want the exact opposite, a real challenge, and weaken your own
allies, so you have to do more yourselves.
5.) Allow alternative strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All AI's have 4 different strategies:
- A solid all round strategy
- A special ranged strategy
- A special melee strategy
- A vehicle fast tech strategy
If alternative strategies are activated, the AIs will choose one of those strategies at the start by
random, though the chances of each strategy are influenced by opponent and map size. If deactivated,
the AI will always choose the solid allround strategy.
6.) Early Harassing
~~~~~~~~~~~~~~~~~~~
This allows commanders and combat troops to make an attack at an extremely early state to
avoid opposing scout capturing strategic points. If successful, this can severely cripple
the opponents resource income and decide the game at a very early state. On the other side,
harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage.
Harassing is only possible in the first 4 minutes.
7.) Dynamic Production Buildings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The AI normally builds more troop production buildings if it has excess resources. This allows
often an outproducing of the opponent who can't replace its losses fast enough.
Bear in mind that the AI might still build more troop production because of other reasons. IG for
example need to build them to increase their squad and support caps. In this case those buildings
are normally only built a bit later. This can also hurt the balance between the races since some
of them are affected more and others less of it.
8.) Build Relic units
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any Relic units like the Baneblade from the Imperial Guard or the Chaos
Bloodthirster.
9.) Build turrets
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any turrets (except Orc Waagh Banners).
10.) Build mines
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any mines.
Script Changes (from the original game to what we have today)
==============
Available upon request.
=========================================
o Map data base which allows improved pathing checks for enemy units (must be activated by choosing the game mod MapDB in the game menu!)
o Eldar fortress map crash should be fixed (Hopefully)
o Other fixes and improvements
Extended camera zoom modes
==========================
Optional installation feature which adds two files camera_high.lua and camera_low.lua to the Dowai_mod\Data folder.
If you dislike them you can deselect them during installation or just delete them if you already installed them.
The default view is almost the same like vanilla therefore you shouldn't notice much difference until you start
to zoom in or out. Thanks to Alex Gnome for the original discovery of the camera settings.
AI Highspeed Setting
====================
Option set in the game mode panel at the setup of a game.
People who experience heavy lag and sync problems in multiplayer should try this option.
Some AI calculations are simplified or skipped to increase performance.
But beware, the AI could be slightly weaker because of that.
Heroes Special Mod
==================
Option set in the game mode panel at the setup of a game.
Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes
only on the unit experience system. Have a look at the Heroes Special readme file for further information.
There's also a Heroes Special modding document which describes the inclusion and modification of Heroes Special
for other mods.
Massive Battles Mod
===================
Was also part of Cuttershanes original Heroes Mod. Increases the squad and support cap maximum by 50%.
Therefore all players can build squads and vehicles up to 30 squad and 30 support cap. (Except Orcs)
Fortress Mod
============
Use this if you prefer defensive games with stronger turrets, mines and fortified listening posts. The AI will
also build more turrets and mines as in normal games.
AI Donation System
==================
Option set in the game mode panel at the setup of a game.
- All races donate requisition if they own more than 800
- All races demand requisition if they own less than 200
- All races donate power if they own more than 600 (Necrons: more than 1100)
- All races demand power if they own less than 200 (Necrons: less than 400)
AI Config Panel
===============
There are several options you can change for each difficulty level to adjust the AI behaviour to you liking.
1.) Dancing
~~~~~~~~~~~
Dancing is the ability to run away with ranged units if they are attacked in melee.
There are three possible settings:
a) Off => Dancing is not used at all
Standard => The AI is restricted to only dance with one unit at a time
c) Godlike => The AI will dance with several units at a time if necessary
2.) Attack Delay
~~~~~~~~~~~~~~~~
This forces the AI to wait with an attack until a specif time has passed.
You can adjust this time in two minute steps from 0 to 20 minutes.
3.) Tech Speed
~~~~~~~~~~~~~~
With an increased teching speed, the AI will spend its resources more on teching than on building troops.
With a decreased teching speed, the AI will spend its resources more on building troops than on teching.
4.) Teching Handicap
~~~~~~~~~~~~~~~~~~~~
A handicap will slow down the teching of an AI. It will also hoard more resources
instead of spending it immediately for units or buildings.
You can give allies an handicap or opponents. If you give allies a handicap, all
AI's allied with a human player are affected. If you give opponents a handicap, all
AI's not allied with a human player are affected. You can use this behavior for
example to weaken AI opponents if you don't feel good enough to face them at full
strength. Or you want the exact opposite, a real challenge, and weaken your own
allies, so you have to do more yourselves.
5.) Allow alternative strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All AI's have 4 different strategies:
- A solid all round strategy
- A special ranged strategy
- A special melee strategy
- A vehicle fast tech strategy
If alternative strategies are activated, the AIs will choose one of those strategies at the start by
random, though the chances of each strategy are influenced by opponent and map size. If deactivated,
the AI will always choose the solid allround strategy.
6.) Early Harassing
~~~~~~~~~~~~~~~~~~~
This allows commanders and combat troops to make an attack at an extremely early state to
avoid opposing scout capturing strategic points. If successful, this can severely cripple
the opponents resource income and decide the game at a very early state. On the other side,
harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage.
Harassing is only possible in the first 4 minutes.
7.) Dynamic Production Buildings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The AI normally builds more troop production buildings if it has excess resources. This allows
often an outproducing of the opponent who can't replace its losses fast enough.
Bear in mind that the AI might still build more troop production because of other reasons. IG for
example need to build them to increase their squad and support caps. In this case those buildings
are normally only built a bit later. This can also hurt the balance between the races since some
of them are affected more and others less of it.
8.) Build Relic units
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any Relic units like the Baneblade from the Imperial Guard or the Chaos
Bloodthirster.
9.) Build turrets
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any turrets (except Orc Waagh Banners).
10.) Build mines
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any mines.
Script Changes (from the original game to what we have today)
==============
Available upon request.
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