HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

AMAI 2.2

09-27-2004, 01:09 AM#436
Elf.Lysander
Quote:
Originally Posted by Zalamander
Well we are almost only waiting for translations for all langhuages now, upgrading them to the new chat system. unfortunatly it seems we can't reach many translators but we will surely soon see improved:
English
German
Swedish
Spanish
Russian*NEW*

Anyone here who feeling up to improving french, norwigian, romanian or chinese? :)

I could translate into italian, if u wish
09-27-2004, 09:48 AM#437
Zalamander
Quote:
Originally Posted by Elf.Lysander
I could translate into italian, if u wish

I can upload the needed files for anyone to translate or well I prefere to just call it create a new language.
Translating is no good idea, just come up with own things computers can say in different situations that fit's your language.
Updating with info later.
09-28-2004, 05:46 PM#438
Strategy Master
I recently tried your beta edition

Was the chat system not finished for english at that time because the computers didn't chat whatso ever. Only chat there ever did was in allies who told me what they building.

I guess likely wasn't finished as you still doing translations now.
09-28-2004, 06:11 PM#439
AIAndy
That is a small bug in a condition that has been fixed in the meantime.
09-30-2004, 03:13 AM#440
thenonhacker
Hello AMAI Team!

I have installed AMAI 2.31 for patch 1.17, and encountered an AMAI bug in the map, "Friends". "Friends" has fountains at the middle mound, but are accessible only after taking away the blocking trees. It is easy to replicate, so I'll not attach a replay anymore.

I played 2v2: My team is Human with a CPU Night Elf. Our opposing team is NE and Undead. Both NE went Mass Hunts. After the first battle, I noticed that there's a bunch of hunts at the edge of the mound. So I killed them. All of them.

After the 3rd battle, I noticed my ally's hunts did the same. I figured out that they may be trying to reach the Fountain of Health. In my past AMAI games, I always see AMAI players using Fountains. So I cleared up the trees. Finally, a hunt found a way to get nearer to the Fountain.
___

A related bug, is that this AMAI behavior can be exploited. In "Gnoll Wood", a Goblin Alchemist tries to keep on getting to the Fountain of Health, but along his path is my expansion with lots of towers. I thought first that AMAI is attacking my expansion as usual, but I noticed that the Alchemist frequently ignores my towers in favor of reaching the fountain. This forced me to guard my expansion, as AMAI is always sending units that may have reacted to the attacking towers, and try to raze them.
___

This one is not map specific. After installing 1.17, I am excited with the new Blood Mage. He is great, and a welcome alternative to the Archmage. My skill point allocation is: Banish, Siphon Mana, Siphon Mana, Banish, Siphon Mana, Phoenix, Banish, and Flame Strike onwards. (I suggest that AMAI should be doing it, too).

Now here's the exploit: As we all know, Banish, in 1.17, has a very short cooldown, and you can Banish many high-food units in battle. And when I do this to AMAI, it retreats. When it retreats, it gives me a lot of free hits from fleeing units, and free hits from the units that recently recovered from Banishment.

You can try this VS an AMAI Night Elf who masses Hunts. Banish 3-4 hunts, and AMAI retreats. Or, an AMAI with Dryads and Mountain Giants. Banish the MG's, AMAI retreats. Coupled with 2-3 Mortar Teams with Fragmentation Shards, it's like making the unarmoured units into Tomes of Experience. :)
___

That's all for now, and I hope the fixes will be incorporated into the upcoming version of AMAI.
09-30-2004, 03:16 AM#441
thenonhacker
@Strategy Master and AIAndy: I once viewed a replay of an AMAI game I played, and noticed that no chat text appears on the screen (I know the specific times the AMAI is supposed to have displayed chat text). While the chat text is not on the screen, they still do appear in the Logs (press F9).
10-01-2004, 07:42 AM#442
Zalamander
hmm 2.31 is not for 1.17 but the pathing is the same anyway, we have 2.33 for 1.17 beta and we also have a beta of 2.40 hidden somewhere. *hint hinte :)*

The pathing failes often on maps with forest blocking paths up on a hill, same issue on (9)RoundVillage for example to the expansions, but we can try to adjust it so it don't try to go there.

We will also fix how they handle fountains in generals so they stop wasting units by the fountain.
But the release is near now.
10-01-2004, 04:10 PM#443
Strategy Master
Quote:
Originally Posted by Zalamander
But the release is near now.

Great. Just as long as its not another 2 weeks away. I can't wait to see version 2.4

I can then at last release my next mod map demo version which i been waiting to do for ages. (waited for 1.17 patch then amai 2.4)

Quote:
Originally Posted by Zalamander
We will also fix how they handle fountains in generals so they stop wasting units by the fountain.

Yeah that was annoying especially in amai FFA type games as all there dying units are sent to the fountain and all fight and die leaving in the end 1 sides unit still alive.
10-08-2004, 05:15 PM#444
nitram
Any news on the progress of AMAI 2.4??
Just wondering... ;)
10-08-2004, 05:51 PM#445
Strategy Master
There probrably isn't any reason to ask. THey said soon with list of stuff they had to do above.

Okay i admit its taking a while for them to release it, but at least they taking time and effort over it.

I guess they still need people to do language conversions or something or have just finished getting all the translations and are about to release in next day or so.
10-08-2004, 07:30 PM#446
Zalamander
Quote:
Originally Posted by Strategy Master
There probrably isn't any reason to ask. THey said soon with list of stuff they had to do above.

Okay i admit its taking a while for them to release it, but at least they taking time and effort over it.

I guess they still need people to do language conversions or something or have just finished getting all the translations and are about to release in next day or so.

We are mostly just waiting for the translation now yes but most of thwe translators priomised to be done today or tomorrow so we hope the release will take place this weekend.
10-09-2004, 08:03 AM#447
nitram
Please don't perceive my asking as impatience. It's just that this thread wasn't renewed for a week or so and so just was wondering.
But thanks none-the-less Zalamander for the update...looking forward to it ^_^
10-11-2004, 01:41 AM#448
thenonhacker
I've paused playing Warcraft III in favor of waiting for the next ver. of AMAI to be out, because my Quick High Upkeep strat always works and it can get boring, too. The next version of AMAI will make the High Upkeep strat not very easy to do because of the improved creep AI.

So for the meantime, I'll watch Warcraft III replays from WCG 2004, and try other games, too. :) I'm also making a Nonogram Puzzle Game with a Warcraft III theme (sounds used, at least).
10-11-2004, 05:10 AM#449
nitram
A while ago I mentioned playing with AMAI without heroes. Where do I find what buildings are prerequisite to other buildings? I.e. since I want heroes removed, you needn't an alter of kings, however you still need to build it if you want to upgrade to tier 3, so basically I'd like to change that prerequisite. I'm still in the elementary stages of JASS programming, so please bear with me ;)
10-11-2004, 05:21 AM#450
thenonhacker
@nitram: That would be interesting, Warcraft III with installed AI scripts, and a rule: No heroes. It would be worth playing, and see how that compares with Starcraft.

. Units will still need the backpack upgrade to be able to sell items for gold.
. Will creeping still be viable (except when clearing expansions)?

And as for the things that require an altar: AFAIK, all Tier-3 Hall Upgrades require an Altar.

http://www.battle.net/war3/human/buildings.shtml
http://www.battle.net/war3/orc/buildings.shtml
http://www.battle.net/war3/undead/buildings.shtml
http://www.battle.net/war3/nightelf/buildings.shtml