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Dual_CoRed
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Posted: 12 Jan, 2010
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Joined: 11 Apr, 2007 Posts: 73
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Thx for the quick reply Dunc. I'm assuming that would cause the game to desynch if I was the only one playing with your mod? Is there any way around that? I thought I read somewhere that your mod was online safe? I only play custom team games and I don't want to screw that up.
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duncane
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Posted: 12 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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You will be fine online providing there are no AIs in the game.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Dual_CoRed
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Posted: 14 Jan, 2010
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Joined: 11 Apr, 2007 Posts: 73
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Duncane anyone ever complain of their fog of war not working? trying to play a 2v2 and I have it set to explored and it's lifted. Playing with 3 ALX, 2 techs one rush. I tried normal AI's and the fog of war works fine.
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Paceydre
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Posted: 14 Jan, 2010
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Joined: 11 Sep, 2008 Posts: 243 Location: Noord Brabant, The Netherlands
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Dual_CoRed wrote: Duncane anyone ever complain of their fog of war not working? trying to play a 2v2 and I have it set to explored and it's lifted. Playing with 3 ALX, 2 techs one rush. I tried normal AI's and the fog of war works fine.
I have the same thing. Also, to add a thing, when your AIx teammate dies the Fog of War is back.
_________________ Maps: WinterPlanet FA - ForestPlanet FA
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BulletMagnet
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Posted: 14 Jan, 2010
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Joined: 05 Oct, 2007 Posts: 16424 Location: camping near the biggest power-up
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cheating AI's get free, full-map, omni-sensor. if you're teamed up with them, you get it too.
Sorian has a lobby mod that lets you turn that off.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Dual_CoRed
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Posted: 14 Jan, 2010
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Joined: 11 Apr, 2007 Posts: 73
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BulletMagnet wrote: cheating AI's get free, full-map, omni-sensor. if you're teamed up with them, you get it too.
Sorian has a lobby mod that lets you turn that off.
Bullet is that the Lobby Enhancement Mod? Why would anyone want to play with the FOW off?
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shadowmurderer
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Posted: 14 Jan, 2010
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Joined: 16 Feb, 2009 Posts: 117
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Dual_CoRed wrote: BulletMagnet wrote: cheating AI's get free, full-map, omni-sensor. if you're teamed up with them, you get it too.
Sorian has a lobby mod that lets you turn that off. Bullet is that the Lobby Enhancement Mod? Why would anyone want to play with the FOW off?
actually it's the cheating AI options mod. It's linked to in the first post of Sorain's mod. And it lets you turn of the omni for the AIx
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BulletMagnet
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Posted: 14 Jan, 2010
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Joined: 05 Oct, 2007 Posts: 16424 Location: camping near the biggest power-up
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Dual_CoRed wrote: Bullet is that the Lobby Enhancement Mod? it could be the LEM, it could just be one of the support packages that Sorian and Duncane use. Dual_CoRed wrote: Why would anyone want to play with the FOW off? BulletMagnet wrote: cheating AI's get free, full-map, omni-sensor. if you're teamed up with them, you get it too.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Kenquinn
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Posted: 14 Jan, 2010
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Joined: 05 Mar, 2007 Posts: 1724
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the86th wrote: Lambda is weird, weird things happen.
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sillik
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Posted: 14 Jan, 2010
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Joined: 14 Jan, 2010 Posts: 4
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Restarted playing FA and i have question:
How to get AI build mainly(or only) t2 and t3 defence and more of it at main base ?
ai knows how to attack, but not to defend :/
nice ai fix, thx for advance
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duncane
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Posted: 15 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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@Dual_CoRed: As others have said the AIx has full map visibility. Either use Sorians cheat options mod or just play with standard AI allies. You probably shouldnt be using AIx as allies anyway if you are any good
@sillik: Have you tried the turtle or fortress AIx with my AI patch installed?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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sillik
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Posted: 15 Jan, 2010
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Joined: 14 Jan, 2010 Posts: 4
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Yeah, i tried fortress AIx couple times(haven't tested turtle yet)
I think, it has very good land defence (if you give AI little time to build those experimentals), but poor air / nuke defence, and the fact it doesn't attack. Atleast it builds few t3 AA defence, should build a bit more AA and nuke defence.
and when playing vs normal, adaptive or rush AI, and if you manage to sneak attack their base by avoiding their attack forces.. or air attack, basicly the t1 PD or AA (and few t2) defence in there doesn't have much change to succesfully defending their base, but then again, AIx would have expirementals at the base by then. I guess have to play with that..
always wondered why the AI doesn't build more t2/t3 PD's or AA's.. or builds just couple of them
-edit-
we'll, it leads to another question ? Why AI builds way too much engineers later in game? (let's say after 1h of play) noticed this happen few times.. is there way to limit engineer amount ? 
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duncane
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Posted: 16 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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sillik, try the AIx turtle....
ALso what do you mean by too many engineers? You need lots of engineers late game....
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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sillik
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Posted: 16 Jan, 2010
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Joined: 14 Jan, 2010 Posts: 4
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About the engineers, i guess AI had about 60 engineers and most of the time they were colliding/bumping into each other when they tried to move in the base.. but now that i think of it, could be because it had paragon experimental.
And back to my main point, what's with the t1 PD / AA ?
http://img40.imageshack.us/g/pdt1def1.jpg/
So, could i change it to "less t1, more t2" somehow (in all other AI's too) ? 
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duncane
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Posted: 16 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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60 sounds a lot... But with a paragon alot of the limits go away. I will check it.
For the T1PD.... looks like this was either the fortress AI or turtle AI. Is that the case?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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sillik
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Posted: 17 Jan, 2010
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Joined: 14 Jan, 2010 Posts: 4
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Yes, Turtle or fortress AI.. i would expect them to build better turrets and more of them.
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Mr Pinguin
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Posted: 17 Jan, 2010
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Joined: 30 Aug, 2009 Posts: 2538
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sillik wrote: Yes, Turtle or fortress AI.. i would expect them to build better turrets and more of them.
I've seen T1 PD/AA spam like that even without the turtle or fortress AI.. but I'm not sure what causes it. It's certainly not in every game with the AIx adaptive (that's what I've used the most). And I think they often build T2 or T3 defenses too, just not at the spot where they've decided to spam T1s.
It seems like they just get caught in a loop and Engies keep getting sent back to the same base defense spot to add more T1 PD.. So in my experience you'll only see a big clump like that if the game goes on for quite while.
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hondaman
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Posted: 17 Jan, 2010
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Joined: 22 Mar, 2007 Posts: 66
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Just a thought after playing vs AIx Navy and AIx Air on Setons:
If the AI is going to go through the trouble of building land based experimental or experimental air units, he should send it to attack, not just camp it in his base.
2 friends and I played vs 4 AIx's: 1 rush, 2 navy, and 1 air. It would have been a much bigger challenge if the AIx had attacked more, and camped less.
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duncane
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Posted: 17 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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@Mr Pinguin: Yes I suspect the PD issue is for long games. The AIs are set to build up to 20 at each defensive point marker. This is probably too high. I will look at adjusting if I do another release.
@hondaman: I have never seen exps not move to attack. Do you have sorians mod installed? What cheat options did you have set, i.e. was omni on?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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hondaman
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Posted: 17 Jan, 2010
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Joined: 22 Mar, 2007 Posts: 66
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duncane wrote: @Mr Pinguin: Yes I suspect the PD issue is for long games. The AIs are set to build up to 20 at each defensive point marker. This is probably too high. I will look at adjusting if I do another release.
@hondaman: I have never seen exps not move to attack. Do you have sorians mod installed? What cheat options did you have set, i.e. was omni on?
No, no Sorians or other mods, all stock cheat options. Nothing was changed from stock.
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duncane
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Posted: 17 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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hondaman wrote: No, no Sorians or other mods, all stock cheat options. Nothing was changed from stock.
Thats strange I dont see that issue... You have the latest version of this mod yeah?
Anything else you can tell me? Like what map? Does it happen every game? What if you do you vs 1 AIx?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Tekinette
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Posted: 18 Jan, 2010
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Joined: 30 Jul, 2009 Posts: 3
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Looks like your download link is down, seems like it's the same for every members.iinet.net.au sites..
I just got a new computer and I wanted to try my favorite mod with it ! Fix the link ASAP please ! 
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duncane
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Posted: 18 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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The link is fine. What country are you in? If you pm me your email I will send it direct.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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spuddyt
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Posted: 24 Jan, 2010
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Joined: 22 Jun, 2008 Posts: 4668 Location: Just... Don't look behind you.
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Not to sound presumptuous to make a suggestion for a 31 page thread, but you might want to edit the original post to include the exact effects of your mod on online play (I think the way it works is that if you don't try to play with AI, you won't suffer any ill effects right? Not like sorian's, where it desyncs after a while)
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duncane
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Posted: 31 Jan, 2010
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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spuddyt wrote: you might want to edit the original post to include the exact effects of your mod on online play
Done 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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