AI difficulty in multiplayer is as hard as steel...and I think it cheats >:(

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Coincident
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by Coincident »

lav_coyote25 wrote:the 1.10 and 1.11 and 1.12  tech trees are all there.
I've looked thru your website again.
There's the 1.12 tech tree.
There's the list of tech changes since 1.10.
But there's no full 1.10 tech tree.

All I could find is a reference to the original tech tree by Pumpkin in the multiplayerfaq, which is not linked...
http://docs.wz2100.net/documents%20proj ... #DOCUMENTS
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Rman Virgil
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by Rman Virgil »

------>

* By golly, it's not exactly celestial mechanics - where else but the Official WZ 2100 site since 1999 (it'll be on our site too):

http://www.warzone2100.strategyplanet.g ... down.shtml

- RV :D
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
doom3r
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:(

Post by doom3r »

I read someone around here...probably in one of the online resources, that mortars should be "linked" to a sensor tower. Does this apply to both mortar pits and tank turrets?
While tank turrets have got to be linked to a sensor turret, mortar pits link automatically to the nearest sensor turret, so its a nice idea to have one near them.

ummm..... "yours" 


ok sorry, your version  ;D
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lav_coyote25
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by lav_coyote25 »

dunno why its so hard to figure it out....


1.10 and 1.11  tech trees are on the left.  the 1.12 is on the right...  and i have labled them as such.  there isnt that many changes between 1.10 and 1.11....  there was a few changes to 1.12  which is why i placed it a bit different.... is it too confusing???  no one has complained till now... so whats the problem....??? >:(
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Buginator
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by Buginator »

lav_coyote25 wrote:
dunno why its so hard to figure it out....


1.10 and 1.11  tech trees are on the left.  the 1.12 is on the right...  and i have labled them as such.  there isnt that many changes between 1.10 and 1.11....  there was a few changes to 1.12  which is why i placed it a bit different.... is it too confusing???  no one has complained till now... so whats the problem....??? >:(
Dunno, looks good to me.
and it ends here.
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Reactor Worker
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by Reactor Worker »

My thread has been hijacked  >:(
The only thing worse than getting owned by WZ2100's AI is being told that it is easy to beat.
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:(

Post by doom3r »

By "hijacked" you mean we've gone off-topic, huh?

So.. since we are off-topic, Death to Nexus scum  :D
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by EvilGuru »

But, back on topic: I decided to make a screen-cast today on how to beat the current SVN AI (a beefed up version of the 2.0.x AI) in a 1v1 at normal difficulty.

This is encoded in OGG theora/vorbis and is around 25 minutes long. See JockeTf's post below for how to get the video! (VLC is an example of a player which will play this file).

Notes on the game:
  • The start is reasonable, although there is a lot of room for improvement.
  • Expansion is not bad, grabbing oil at a good rate. I probably should have defended it a bit more, however since I was calling the shots, so to speak I had a bit more freedom.
  • 1.10/2.0.x players notice the new flamers and how tracks are further down the tech tree.
  • Research was sufficient. After around 8 minutes I knew that there was little chance of them spawning a new and improve army so I decided to upgrade what I had as opposed to researching better techs. (Lancers, more cannons and mini* is what I would go for).
So overall not a bad game, I have done better, I have done much worse.

Regards, Freddie.
Last edited by EvilGuru on 13 Jan 2008, 02:34, edited 1 time in total.
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JockeTF
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by JockeTF »

After talking to EvilGuru I made a torrent (with a brief description by Gerard) of EvilGuru's screencast due to the size of the video.

Link: http://www.gameupdates.org/details.php?id=2128
Last edited by gerard_ on 13 Jan 2008, 02:34, edited 1 time in total.
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:(

Post by doom3r »

1.10/2.0.x players notice the new flamers and how tracks are further down the tech tree.
Have flamers been strenghtened on new wz version?
EvilGuru
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:

Post by EvilGuru »

doom3r wrote: Have flamers been strenghtened on new wz version?
You better bet! They no longer have a reload time and a more effective vs. soft structures and bunkers. Apart from mortars (and of-course bunker busters) they are the only effective way of destroying bunkers in T1. They still can not fire while moving, however, so if you micro your army well you can counter them.

Regards, Freddie.
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Re: AI difficulty in multiplayer is as hard as steel...and I think it cheats >:(

Post by doom3r »

Looks like ill finally use them for something, since i dont even research flamer in the actual version. I hope those wont take down bunkers too fast, since they're the only effective defense in t1, especially for oil plants far from your base