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AMAI 2.4

10-19-2004, 01:00 AM#1
Zalamander
It's finally released. go get it at our homepage.
http://amai.wc3campaigns.com

Enjoy the new chat system and the Simple Edition.
10-19-2004, 10:27 AM#2
thenonhacker
Thanks AMAI Team! I'll try it right away. BTW, I like the previous forum style, where everything is in one thread. But I'll try adapting to this new system of multiple threads.
10-19-2004, 10:31 AM#3
Strategy Master
At last. Can't wait till i can test it. But i have to meanwhile wait until i get back home.
Oh wow! you did the executables.

Editor changes easy to implement to according to your manual. Nice!!!
10-19-2004, 10:36 AM#4
Zalamander
Quote:
Originally Posted by thenonhacker
Thanks AMAI Team! I'll try it right away. BTW, I like the previous forum style, where everything is in one thread. But I'll try adapting to this new system of multiple threads.

I feelt a bit sorry for new users, must be hard for them to come to a 20 pages long thread they have to read to know all questions and answeres already asked. :)

A single thread don't bring much overview.
10-19-2004, 03:07 PM#5
FieldMedic
Thank you for the 2.40 release.
I will have some game soon with AMAI.
10-19-2004, 03:13 PM#6
nitram
^_^ Thanks for the release! Already downloaded and will try tonight. ^_^
10-19-2004, 09:29 PM#7
Zalamander
Quote:
Originally Posted by nitram
^_^ Thanks for the release! Already downloaded and will try tonight. ^_^

there is a serious bug with undead so I will update it now without changing version numbers, so if you feel that undead is bahaving bad just download it again.
10-20-2004, 03:30 AM#8
FieldMedic
I had my first game with AMAI 2.40 , the random choice gave me Human and AMAI was Orc.
The map was Tranquil Paths on Normal difficulty

I made the choice to go with only 1 hero to see if the XP advantage was big enough to make this a viable strategy.
I select the Archmage and went at first for a mass footmen.

After some time i met a Farseer and a Tauren Chieftain using a mass Headhunters (at this time i had not researched Defend yet).
Instead of trying to fight him on the field, i moved to my base to use the 2 towers i had there.
Fortunately, despite the lots of footmen dying , i succeeded to make him to run away (losing the majority of his Headhunters).

Then, a Defend research, dead footmen replaced by new ones and additional riflemen, i went on offensive.
I destroyed the Orc expansion, unfortunately for AMAI, it came too late to the rescue (despite he forced me to move away , as he had a lot more headhunters than me with footmen and had 2 heroes).

I finished my own expansion , went creeping a bit more and after some fights, where i was able to kill more headhunters than AMAI killing my footmen, i found a nice change of strategy in AMAI side.

AMAI was making Grunts now to support his Headhunters that was having a difficult fight with my Defend powered footmen (the biggest problem for me was the Chieftain stomp and the Farseer lighting chain that was damaging greatly my footmen).

With some luck, i found another expansion that i destroyed (at the opposite position of AMAI base) , he was not able to defend it this time, he was too far away.

Then i built another expansion myself.
At this time the game was over, i had ressources and AMAI had not and my Archmage was at a high level.
Using a lot of Knights supported by riflemen and some mortars, i finally defeated what was left of AMAI army and forced him to leave the game (as he had no ressource anymore) by destroying his 2 level 6 heroes.

I saw no visible bugs on that games and the change of strategy (introduction of grunts to his headhunters army) when he was certain to lose (my defending footmen were making a difficult time for his headhunters) was a pleasant surprise, as it gave me a harder time dealing with the grunts supporting the headhunters (while the stomp and the chain lightning were damaging a lot my footmen).

Finally i won because of the economy advantage i had , but the several skirmishes were challenging (i like when the AI does not flee nearly immediately like Blizzard AI, the fights are less easy if your opponent stay).
The fact AMAI never made any tower in his base and expansions is the only weak point of this AMAI game.

I noticed that in the chat AMAI was calling me using the color i have choosen, that is a nice thing, but the "red sucks" and things like that are out of place.

After this interesting first contact with 2.40, i will try some team games next to see the improvements.
10-20-2004, 07:34 AM#9
Zalamander
Quote:
Originally Posted by FieldMedic
I had my first game with AMAI 2.40 , the random choice gave me Human and AMAI was Orc.
The map was Tranquil Paths on Normal difficulty

I made the choice to go with only 1 hero to see if the XP advantage was big enough to make this a viable strategy.
I select the Archmage and went at first for a mass footmen.

After some time i met a Farseer and a Tauren Chieftain using a mass Headhunters (at this time i had not researched Defend yet).
Instead of trying to fight him on the field, i moved to my base to use the 2 towers i had there.
Fortunately, despite the lots of footmen dying , i succeeded to make him to run away (losing the majority of his Headhunters).

Then, a Defend research, dead footmen replaced by new ones and additional riflemen, i went on offensive.
I destroyed the Orc expansion, unfortunately for AMAI, it came too late to the rescue (despite he forced me to move away , as he had a lot more headhunters than me with footmen and had 2 heroes).

I finished my own expansion , went creeping a bit more and after some fights, where i was able to kill more headhunters than AMAI killing my footmen, i found a nice change of strategy in AMAI side.

AMAI was making Grunts now to support his Headhunters that was having a difficult fight with my Defend powered footmen (the biggest problem for me was the Chieftain stomp and the Farseer lighting chain that was damaging greatly my footmen).

With some luck, i found another expansion that i destroyed (at the opposite position of AMAI base) , he was not able to defend it this time, he was too far away.

Then i built another expansion myself.
At this time the game was over, i had ressources and AMAI had not and my Archmage was at a high level.
Using a lot of Knights supported by riflemen and some mortars, i finally defeated what was left of AMAI army and forced him to leave the game (as he had no ressource anymore) by destroying his 2 level 6 heroes.

I saw no visible bugs on that games and the change of strategy (introduction of grunts to his headhunters army) when he was certain to lose (my defending footmen were making a difficult time for his headhunters) was a pleasant surprise, as it gave me a harder time dealing with the grunts supporting the headhunters (while the stomp and the chain lightning were damaging a lot my footmen).

Finally i won because of the economy advantage i had , but the several skirmishes were challenging (i like when the AI does not flee nearly immediately like Blizzard AI, the fights are less easy if your opponent stay).
The fact AMAI never made any tower in his base and expansions is the only weak point of this AMAI game.

I noticed that in the chat AMAI was calling me using the color i have choosen, that is a nice thing, but the "red sucks" and things like that are out of place.

After this interesting first contact with 2.40, i will try some team games next to see the improvements.

Unfortunatly TP is no good map to see the difference it makes now when AMAI don't return to base between every creep attack since mot creeps are located on different paths leading away from the bases on that map.

This improvement is the most important onw, as example before in 1on1 on LT I was usualy able to creep all creeps but 1 o2 groups in the center that got taken by the computer while Im in this version get about 50% of them when AMAI can move faster between them without going home all the time.

Hmm is there "red sucks"? haven't ivestigated the english chat that much.

Well anyone who finds something serious in the chat can just tell me since we mostly have control of what is said in swedish and german but mostly in english as well. We have no idea what the other langauges are speaking about.
10-20-2004, 03:11 PM#10
FieldMedic
Quote:
Originally Posted by Zalamander
Unfortunatly TP is no good map to see the difference it makes now when AMAI don't return to base between every creep attack since mot creeps are located on different paths leading away from the bases on that map.
AMAI did tried to return base actually when i attacked its expansions, as i saw in the replay.
The problem was that AMAI army was far away and could not make it on foot before i destroyed his town center in the 2 different spots they made one.

The fact that no heroes has a town portal anymore certainly did not helped (they were forced to use their TP for each heroes in the several little skirmishes with my army, as they were put in red).
So unless making AMAI to buy a new TP when they use one, i don't see a possible solution to prevent AMAI being late to come to the rescue in time when its army is far away.
Making towers would have helped to give it time, but in that game, AMAI made not a single tower.

Quote:
Originally Posted by Zalamander
Hmm is there "red sucks"? haven't ivestigated the english chat that much.
.
I am not english, but there are some out of place chat lines like this one AMAI threw me at the end of the game when it left.
"You suck Red. I owe you one..."
I don't really need a simulation of some of the stupid kiddies found on battlenet, there are some good chat lines, but those kind of chats lines should be changed.
10-20-2004, 08:53 PM#11
Guest
I can't install it! I have the installer and readme in the folder C : \warcraft III\maps\AMAI along with the other files. All of the frozen throne AI files in the folder and so is blizzard.j but whenever I bring up the installer it says "blizzard.j is missing in the install folder, commander installation disabled" and then it says "No AI files found, installation disabled."
10-20-2004, 10:34 PM#12
Zalamander
Quote:
Originally Posted by lupuscanis
I can't install it! I have the installer and readme in the folder C : \warcraft III\maps\AMAI along with the other files. All of the frozen throne AI files in the folder and so is blizzard.j but whenever I bring up the installer it says "blizzard.j is missing in the install folder, commander installation disabled" and then it says "No AI files found, installation disabled."

When you extract it it can be whereever you like but you must keep the directory structure in the zip file.

It should be C:\any folder you like\AMAI.exe, Reame.txt and SFMPQ.dll here,
in ther should be a folder named scripts with 2 folders in it TFT and ROC and a Blizzard.j file. inside the TFT and ROC folders is the 5 .ai files common.ai and one for each race.
10-21-2004, 12:58 AM#13
Guest
Thanks a lot. I got it to work.
10-21-2004, 04:51 AM#14
nitram
Quote:
Originally Posted by lupuscanis
I can't install it! I have the installer and readme in the folder C : \warcraft III\maps\AMAI along with the other files. All of the frozen throne AI files in the folder and so is blizzard.j but whenever I bring up the installer it says "blizzard.j is missing in the install folder, commander installation disabled" and then it says "No AI files found, installation disabled."
The above errors are shown when there has been no AI files compiled. So start up the Strategy Manager and click compile. This is assuming you downloaded the Developer Edition ;)
10-26-2004, 07:20 AM#15
peon
@Zalamander:

"Unfortunatly TP is no good map to see the difference it makes now when AMAI don't return to base between every creep attack since mot creeps are located on different paths leading away from the bases on that map."

The problem is partly caused by the overuse of TP. Many times I see AMAI casually TP to their expansions or home just because the enemies walk pass-by without attacking them. Manybe reducing the threat radius or increasing threat threshold could help so that they are not so sensitive to threats.

@Zalamander or AIAndy:
Alchemist seems to have a problem. When not during battle, units simply run pass-by it when it is spraying it's healing powder, and many miss the chance to heal. It could possibly make the Alchemist like a "healing-ward" which attracts others when healing, so that most of the units could get helped.

ps. I wonder why the firelord which is made of fire cannot burn nearby enemies like immolation.