| 08-11-2004, 02:42 PM | #301 |
Just downloaded AMAI 2.30, and will try it this Sunday at the province. :-) Then I found the AMAI Chat suggestions page! http://amai.wc3campaigns.com/?page=chat I entered my chat text suggestions there. In fact, I'm suggesting that AMAI should have a "Tip of the Day" type of Greeting Taunts; and better if they appear coming from Warcraft instead of the Computer Player (Like in the campaigns: "Right click the flag to move", with a bell sound). I think it's possible with AMAI since it customizes the scripts in the maps. "Tip of the Day" should contain exotic tactics and strategies, for any or a specific race. AMAI would then become a place to learn new things, aside from fighting with a great AI! :-) |
| 08-11-2004, 09:01 PM | #302 |
I've always wanted AMAI to say the taunts from Monty Python and the Holy Grail, like "your mother was a hamster and your father smelt of elderberries!!" If I put all those in will you put them in game? On this chat suggestions page, do you need to know any coding or anything? I don't know if this is a silly question, but are you concerned about copyright issues? I wouldn't mind putting taunts from other movies in as well if that's okay. Thanks for the update. I played a human AMAI player today that made a bunch of dragonhawks. I played vs. 2 AMAI players, and they did a good job of waiting for each other so they were sure to attack together. One game when I was playing Orc, they both focused on my burrows and killed all 5 of them and there was no way I could recover from that. |
| 08-11-2004, 10:02 PM | #303 | |
Quote:
Wow that's "some" feedback you got there :) ok let's reply to all in same order as written. First the NE bear use, this is unfortunatly a thing we don't control, it's till in the hands of the original war3-ai, if we find out a way to control iw without consuming to much CPU power in the future we might do so. You will unfortunatlly get this amswere for many of the improvements you suggested, some stuff are out of our hands. :/ The UD, I didn't know of this rebuild mine bug, I guess we can solve it. and yes they do more destroyers now in the tier 3 base strategy added in 2.30, at least they should do, depends on what the enemy does. The use of banchees is unfortunatly bad, for same reason as for the bears and for the ensnare I will talk about in orc. The orcs, your right they need to use more demolishers sometimes and now in 2.30 they do if you haven't tried. The new base strategy for Orc that mixes all units you can build from baracks will use some demolishers how many depends on how much towers and unarmored units the enemy got. They also use the Gruntapult strategy against NE most of time. The Raider with Ensnare is another issue like the one for bears, how they use ensnare is out of our hands and it's usualy just random units it's used on if it's even used at all so raiders might be a good anti air strat for many players but unfortunatly not for AMAI, it will most of time do head hunters or wyverns + batriders against air. What kind of wards the docs use is also a thing the internal AI controls. We do however control it in some small way with "between battle healing", you might be able to see it sometimes a computer placing a ward and all units gather araound it just after a battle if they have the ability to place a healing ward. This feature will be improved later on of course. The human build more hawks now with the new base strategies in 2.30, I also increased the amount of hawks in the other air strategies. And about the militia I notice you haven't played 2.30, becuse it has been taken care of now, 5 workers remain as workers and gets gold when the others become milita, also they won't follow units too far away from the town so you can't lure them away as easy now. The placement of buildins is also a think out of our hands, seems the internal AI place them toaly random. We have plans to start with trying to override the placement of the few first towers the computers build in the future to make tech rush strategies work better with a well placed early defence. I disabled all teching strategies as start-strategies now in 2.30 becuse they are pointless with the AIs currently worthless tower placement. @MurphGuitar Hmm since AMAI is no commersial product I don't think anyone will sue us for using some copywrited quote, but if they don't want it there we can just remove it. @thenohacker Hehe I see someone gave a lot of tip of day here yes :) maybe adding such a thing when andy get's back then, we'll see. |
| 08-12-2004, 06:16 AM | #304 |
Ahh, gotta love the word 'patch' don't ya? New changes... for good or bad. Well I'm not good at pointing out the good, but I'll try. I immensly enjoy the new base strategies for each race. Thank God they no longer tech up and leave their bases defenseless. Oh, it's also great to see some units I've rarely seen the AI build before... such as Dragonhawks, Gryocopters, & Raiders. Ok, there's my good stuff :) Now for the bad. 1. What's with the skill point orders for the heros? I've seen the Human Archmage go BRILLIANCE first!! WHAT! Others examples are TC goin Endurance, DK goin Unholy, BM going Hawks... and the list goes on. I can maybe see these heros using these skills if they build them maybe second or third, but not as first heros. 2. Undead & NE are still too easy to harrass. Please add in base and expansion defense. One or 2 spirit towers or an Ancient Protector or 2 can go a long way. I can't stress it enough since the AI still isn't fully capable of determining if a threat is great enough to send it's troops home. That's it for now. I'll keep playing and looking for more things that bother me. Keep up the good work! |
| 08-12-2004, 06:33 PM | #305 |
Thanks for this bugfix version. I will try it when i will have more time. Keep up the good work AMAI team ! ![]() |
| 08-12-2004, 08:37 PM | #306 | |
Quote:
Well something must really been wrong or you haven't really been paying attension in the game you watched. The things you say don't apply to the actual setting at all. AM always start with water elementsl if it's built as first or second hero, only brilliance if it's third. Same for DK, death coil always as first or second, only unholy if it's third hero. Same again for TC, only endurance if it's third hero in the game built. And most suprising is that BM is set to always do bear first no matter if it's first, second or third, so I really have to look this up if you are sure you observed this. Maybe adding some defence but since computers place defence so badly it's usualy a wast of resources to use them on towers instead of units for the computers. [UPDATE] I checked now and looks like you was right, saw both TC and DK picked skills as if they as used as third heroes even if they was first heroes. This is very odd but I really hav to see if the BM pick hawk as first skill, becuse then something must be broken here since it don't use hawk as first no matter what if they obey the AMAI settings anything. |
| 08-12-2004, 08:58 PM | #307 |
I was just about to send a replay showing the heroes picking the odd skills, but obviously you found it. I wish I had the replay of the Beastmaster choosing Hawk first, but I don't. I wouldn't lie about it. I believe he went Hawk - Bear - Hawk for his build order. That's all I remember. Another thing that bothers me about AI behavior involves it's creeping. The AI likes to take it's army to a creep spot, then when it starts attacking it runs away as if they realized the creeps were too strong. They will keep doing this over and over until they believe they have a strong enough army. Any way to fix this? I'll try to come up with a quick replay with the Beastmaster using hawks first. |
| 08-12-2004, 09:09 PM | #308 | |
Quote:
actualy how they flee from creeps becuse of small army is a hardcoded issue, a solution is usualy that they use farseer with spirit wolfs to assist making them dare to creep with only 1 grunt or some other hero with summoned units. but at leat it's better thwem seeing them standing in base doing nothing while waiting for units. |
| 08-12-2004, 09:37 PM | #309 |
Got it! I just did like 10 simulations trying to get an AMAI player to choose Beastmaster first, and finally they did. Both the Blue Orc & the Teal Undead chose Beastmaster first and both chose Hawks first. I checked your Common AI script and I looked to see what the Beastmaster's skill choices were and you were correct, all 3 choices have Bear going first (which bothers me since quillbeast first is perfectly alright). Here's the replay. The directory for my AMAI maps are C:\Program Files\Warcraft III\Maps\AMAI Once I figure out how to attach a file I will... [edit] I don't think you can attach files, so I just emailed you the replay Zalamander. |
| 08-13-2004, 11:20 AM | #310 |
On Two Rivers, the AMAI tends to expand on the goldmines that are furthest away from their base (like opponent's natural expo or the red creep ones). Is there a way where it can expo at their own natural or one thats furthest away from their oppenent instead? |
| 08-13-2004, 03:50 PM | #311 |
That skill issue: It may be that I accidently forgot something or put a wrong calculation in there when I updated the skill choosing system to allow a custom number of hero levels. Well, while I on holiday I can't do anything about that but maybe Zalamander or one of you finds the reason of the bug. |
| 08-13-2004, 05:13 PM | #312 |
Here are a few bugs i noticed for this version. 1)In the build sequence of race ai if towerrush then if TownCountDone(FORGE) > 0 then call do_towerrush() else call SetBuildUnit(1, FORGE, 100) endif endif Forge cannot be changed from the racial settings. So tower rushes for custom races do not work. Actual fact any race which cannot build the forge and tower rushes is set will not work. Oh just a question, how do you find a units orderstring for towerrushes. Is it just there name because its not correct otherwise for orc, it is watchtower but its name is Watch Tower. Just wondering. 2)Harrassments do not seem to be ignoring towers when they supposed to. 3)Pit lords howl of terror is not being used correctly. Whenever computers base is under attack the pit lord and if not being teleported to the base or expansion he uses his howl of terror constantly along the way. But really it should only be used when in range of some enemies. It may be hardcoded but just so you guys know and could fix it. Such a waste of mana. 4)If you edit global settings in the amai manager the tips of what each thing does is too far to the right so you have to scroll right to see them. EDIT 5) another bug, based with the heros as stated above, but i have noticed that the computers will not spend there points on abilities each level straight away. There is at times a delay. I.e, there was a level 4 tinker but had only put its first point in engineering and did not do the others till a little later. This is dangerous for the computer as if player attacked them, the hero would not have spent his abilities points and not got a much needed spell to save itself. |
| 08-13-2004, 09:17 PM | #313 | |
Quote:
Actualy I really need the map, I tried making a own TurtleRock with 2.30 installed now and my War3 refuses to accept it for the replay. @Augster some times yes but most of time it expands on the hill closest to it's main or the corner. But I think your right they do expand far away closer to enemy base a bit too often, will change that in the formula. @Strategy Master 1. Yeah the tower rush setting is not really meant to work yet it don't even work properly for Orc. We just tried to create it but there was never any good results. 2. Yes I have noticed that we will take care of it, Im also getting tired of computers just wasting units by sending them to death. Seems it's something wrong with the abort of the harass as well now since they just get killed and don't go home when harassing. 3. They way heroes uses skills is completely hardcoded, we don't do that, but since that skill is so badly used you say I guess we can put it last so it always use the other skills instead. 4. The tips are centered, we didn't find any way to align them to the left yet, maybe soon. |
| 08-13-2004, 10:30 PM | #314 | |
Quote:
I have seen the effect sometimes work if the commander was used to order orc players to tower rush. They did build 1, 2 towers at enemy base but then strategy changed soon afterwards, so tower rush was stopped. |
| 08-14-2004, 12:57 PM | #315 |
Now that the TFT beta patch for patch 1.17 is out, can we install AMAI 2.30 on a TFT 1.17 beta map? Would the AMAI use either of the two new neutral heroes? |
