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| Dawn of Skirmish DC (2.2) - File Description |
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Description:
Introduction
============
Prepare for a more enhanced Dawn Of War - Dark Crusade skirmish experience!
This project started after the release of Dawn Of War with the intent to bring to the global DoW community a more intense and satisfying AI opponent on the field of war. We hope you will agree
that has been achieved with the understanding more is to be done in the future. Our work continues to evolve and in the coming months will make current efforts pale in comparison. However, you
have to start somewhere and hot damn what a jumpstart!
Its been a slice from start to, well, continuing! We're so looking forward to enhancing the AI even further in the coming months!
Whats In The Package?
====================
o Main Installation Package containing the Enhanced DoW AI scripts (contains ONLY those .ai files that our team altered)
o Dawn Of Skirmish DC V2.2 dowai.txt (what your reading)
o Doc folder containing information how to add your own faction to the AI project.
What's new in Dawn of Skirmish DC AI 2.2?
=========================================
o Rework of large parts of the code to increase the performance, get rid of lags and and fix the MP sync problems
o IG bunkering (Only with activated 'AI SCAR support' option in the game options)
o Transport code (Only with activated 'AI SCAR support' option in the game options)
o Units enter buildings for deepstriking
o Improved capturing, jumping, harassing, attack and defense behaviour
o Race specific build order and tactic improvements
o Lots of bug fixes
o Includes Heroes Special mod, which allows units to gain experience levels (Activate 'Heroes' in the game options to use that)
AI Highspeed Setting
====================
Option set in the game mode panel at the setup of a game.
People who experience heavy lag and sync problems in multiplayer should try this option.
Some AI calculations are simplified or skipped to increase performance.
But beware, the AI could be slightly weaker because of that.
AI SCAR support
===============
Option set in the game mode panel at the setup of a game.
Activates AI donations, IG bunkering, support for transport vehicles
Heroes Special
==============
Option set in the game mode panel at the setup of a game.
Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes
only on the unit experience system. Have a look at the Heroes Special readme file for further information.
There's also a Heroes Special modding document which describes the inclusion and modification of Heroes Special
for other mods.
AI Donation System
==================
Option can be toggled in the AI Config Panel
- All races donate requisition if they own more than 800
- All races demand requisition if they own less than 200
- All races donate power if they own more than 600 (Necrons: more than 1100)
- All races demand power if they own less than 200 (Necrons: less than 400)
AI Config Panel
===============
There are several options you can change for each difficulty level to adjust the AI behaviour to you liking.
1.) Dancing
~~~~~~~~~~~
Dancing is the ability to run away with ranged units if they are attacked in melee.
There are three possible settings:
a) Off => Dancing is not used at all
b) Standard => The AI is restricted to only dance with one unit at a time
c) Godlike => The AI will dance with several units at a time if necessary
2.) Attack Delay
~~~~~~~~~~~~~~~~
This forces the AI to wait with an attack until a specif time has passed.
You can adjust this time in two minute steps from 0 to 20 minutes.
3.) Tech Speed
~~~~~~~~~~~~~~
With an increased teching speed, the AI will spend its resources more on teching than on building troops.
With a decreased teching speed, the AI will spend its resources more on building troops than on teching.
4.) Teching Handicap
~~~~~~~~~~~~~~~~~~~~
A handicap will slow down the teching of an AI. It will also hoard more ressources
instead of spending it immediately for units or buildings.
You can give allies an handicap or opponents. If you give allies a handicap, all
AI's allied with a human player are affected. If you give opponents a handicap, all
AI's not allied with a human player are affected. You can use this behaviour for
example to weaken AI opponents if you don't feel good enough to face them at full
strength. Or you want the exact opposite, a real challenge, and weaken your own
allies, so you have to do more yourselve.
5.) Allow alternative strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All AI's have 4 different strategies:
- A solid allround strategy
- A special ranged strategy
- A special melee strategy
- A vehicle fast tech strategy
If alternative strategies are activated, the AIs will choose one of those strategies at the start by
random, though the chances of each strategy are influenced by opponent and map size. If deactivated,
the AI will always choose the solid allround strategy.
6.) Early Harassing
~~~~~~~~~~~~~~~~~~~
This allows commanders and combat troops to make an attack at an extremly early state to
avoid opposing scout capturing strategic points. If successfull, this can severly cripple
the opponents ressource income and decide the game at a very early state. On the other side,
harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage.
Harassing is only possible in the first 4 minutes.
7.) Multiple Troop Production Buildings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The AI normally builds more troop production buildings if it has excess ressources. This allows
often an outproducing of the opponenr who can't replace its losses fast enough.
Bear in mind that the AI might still build more troop production because of other reasons. IG for
example need to build them to increase their squad and support caps. In this case those buildings
are normally only built a bit later. This can also hurt the balance between the races since some
of them are affected more and others less of it.
8.) Allow Relic units
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any Relic units like the Baneblade from the Imperial Guard or the Chaos
Bloodthirster.
9.) AI donations
~~~~~~~~~~~~~~~~
Allows the AI to donate resources.
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| Dawn of Skirmish DC (2.2) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Dawn of Skirmish DC (2.2) - Readme |  | Readme File: Meet the Cast:
==============
Thudo (Thudmeizer)..>> Team Lead/Scripter/Bonafied Cheerleader
ArkhanTheBlack......>> Lead Coder/Scripter
LarkinVB............>> Lead Coder/Scripter/Beta Tester
Corsix..............>> Coder
Zenoth..............>> Beta Tester
Malkor..............>> Beta Tester
Markoso.............>> Beta Tester
Troubadour..........>> Beta Tester
Serpentofshadow.....>> Beta Tester
Introduction
============
Prepare for a more enhanced Dawn Of War - Dark Crusade skirmish experience!
This project started after the release of Dawn Of War with the intent to bring to the global DoW community a more intense and satisfying AI opponent on the field of war. We hope you will agree
that has been achieved with the understanding more is to be done in the future. Our work continues to evolve and in the coming months will make current efforts pale in comparison. However, you
have to start somewhere and hot damn what a jumpstart!
Its been a slice from start to, well, continuing! We're so looking forward to enhancing the AI even further in the coming months!
A Personal Thanks
=================
At this time I would like to personally thank all the participating members of the team:
ArkhanTheBlack, LarkinVB, Excedrin, and Corsix, as well as our beta testers (all who keep our work in-perspective" and "on-track" with our ultimate goals of achieving the most competitive DoW AI
opponent we can create!).
Its through your dedication, patience, and technical expertise that allowed the work to commence and prosper. Without you fellers, there'd be a pittence of work compared to the greatness this
project has become. We've come a long way and do sincerely hope to continue our expert correspondance into the future of the product.
Disclaimer
==========
This is to acknowledge that we take no personal responsibility for any hardware damage or data corruption brought forth by the use or installation of this DoW modification. As used, this
modification works "as is" and has been thoroughly tested and should not cause any major problems. In the event, however, that something serious does occur, it is up to the user(s) of their
computer(s) to make appropriate backups before any attempt is made to install the following DoW modification. Use at your own risk.
Whats In The Package?
====================
o Main Installation Package containing the Enhanced DoW AI scripts (contains ONLY those .ai files that our team altered)
o Dawn Of Skirmish DC V2.2 dowai.txt (what your reading)
o Doc folder containing information how to add your own faction to the AI project.
Installation
============
Piece of Cake! Run the executable and it will extract to where your <installed Dawn Of War folder> is.
Once installed, run the newly placed shortcut on your desktop "DOW Skirmish AI V2.1" or from StartMenu/Programs/"Dawn Of War Skirmish AI Mod". You will know if the modification is running when on
the top-left section of the Dawn Of War Main Menu it will display: Dawn Of Skirmish V2.1.
To uninstall this modification, go back to StartMenu/Programs/"DOW Skirmish AI Mod" and choose "Remove Dawn Of Skirmish AI Mod" to remove the modification from Dawn Of War.
**NOTE**
This version of the AI mod will only work with the Dark Crusade Expansion.
What's new in Dawn of Skirmish DC AI 2.2?
=========================================
o Rework of large parts of the code to increase the performance, get rid of lags and and fix the MP sync problems
o IG bunkering (Only with activated 'AI SCAR support' option in the game options)
o Transport code (Only with activated 'AI SCAR support' option in the game options)
o Units enter buildings for deepstriking
o Improved capturing, jumping, harassing, attack and defense behaviour
o Race specific build order and tactic improvements
o Lots of bug fixes
o Includes Heroes Special mod, which allows units to gain experience levels (Activate 'Heroes' in the game options to use that)
AI Highspeed Setting
====================
Option set in the game mode panel at the setup of a game.
People who experience heavy lag and sync problems in multiplayer should try this option.
Some AI calculations are simplified or skipped to increase performance.
But beware, the AI could be slightly weaker because of that.
AI SCAR support
===============
Option set in the game mode panel at the setup of a game.
Activates AI donations, IG bunkering, support for transport vehicles
Heroes Special
==============
Option set in the game mode panel at the setup of a game.
Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes
only on the unit experience system. Have a look at the Heroes Special readme file for further information.
There's also a Heroes Special modding document which describes the inclusion and modification of Heroes Special
for other mods.
AI Donation System
==================
Option can be toggled in the AI Config Panel
- All races donate requisition if they own more than 800
- All races demand requisition if they own less than 200
- All races donate power if they own more than 600 (Necrons: more than 1100)
- All races demand power if they own less than 200 (Necrons: less than 400)
AI Config Panel
===============
There are several options you can change for each difficulty level to adjust the AI behaviour to you liking.
1.) Dancing
~~~~~~~~~~~
Dancing is the ability to run away with ranged units if they are attacked in melee.
There are three possible settings:
a) Off => Dancing is not used at all
b) Standard => The AI is restricted to only dance with one unit at a time
c) Godlike => The AI will dance with several units at a time if necessary
2.) Attack Delay
~~~~~~~~~~~~~~~~
This forces the AI to wait with an attack until a specif time has passed.
You can adjust this time in two minute steps from 0 to 20 minutes.
3.) Tech Speed
~~~~~~~~~~~~~~
With an increased teching speed, the AI will spend its resources more on teching than on building troops.
With a decreased teching speed, the AI will spend its resources more on building troops than on teching.
4.) Teching Handicap
~~~~~~~~~~~~~~~~~~~~
A handicap will slow down the teching of an AI. It will also hoard more ressources
instead of spending it immediately for units or buildings.
You can give allies an handicap or opponents. If you give allies a handicap, all
AI's allied with a human player are affected. If you give opponents a handicap, all
AI's not allied with a human player are affected. You can use this behaviour for
example to weaken AI opponents if you don't feel good enough to face them at full
strength. Or you want the exact opposite, a real challenge, and weaken your own
allies, so you have to do more yourselve.
5.) Allow alternative strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All AI's have 4 different strategies:
- A solid allround strategy
- A special ranged strategy
- A special melee strategy
- A vehicle fast tech strategy
If alternative strategies are activated, the AIs will choose one of those strategies at the start by
random, though the chances of each strategy are influenced by opponent and map size. If deactivated,
the AI will always choose the solid allround strategy.
6.) Early Harassing
~~~~~~~~~~~~~~~~~~~
This allows commanders and combat troops to make an attack at an extremly early state to
avoid opposing scout capturing strategic points. If successfull, this can severly cripple
the opponents ressource income and decide the game at a very early state. On the other side,
harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage.
Harassing is only possible in the first 4 minutes.
7.) Multiple Troop Production Buildings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The AI normally builds more troop production buildings if it has excess ressources. This allows
often an outproducing of the opponenr who can't replace its losses fast enough.
Bear in mind that the AI might still build more troop production because of other reasons. IG for
example need to build them to increase their squad and support caps. In this case those buildings
are normally only built a bit later. This can also hurt the balance between the races since some
of them are affected more and others less of it.
8.) Allow Relic units
~~~~~~~~~~~~~~~~~~~~~
If deactivated, the AI won't build any Relic units like the Baneblade from the Imperial Guard or the Chaos
Bloodthirster.
9.) AI donations
~~~~~~~~~~~~~~~~
Allows the AI to donate resources.
Comments?
=========
Visit us at our home base: http://forums.revora.net/index.php?showforum=478
You can also drop by the official Relicforums here: http://forums.relicnews.com/
Thanks to everyone on the team for you incredibly hard work getting this compatible with all the major balance changes in WinterAssault and thanks to you, the community, for your patience! |  |

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| Dawn of Skirmish DC (2.2) - User Comments |
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The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.
Total comments: 12 | Last comment: 08-21-2008 at 03:47
Fire_Legion Joined: July 30th, 2006 Posts: 276 | The new issue's back, and better than ever. |
chaosfenrir From: Joined: January 6th, 2007 Posts: 10 | does the heroes mod work in the campaign mode? If so, is the exp saved after each battle? pls answer, thank you |
TaintedCommisar From: (Matthews, NC) Joined: August 27th, 2005 Posts: 101 | WOOT! This rocks! Absolutely great work guys! All the different settings and strategies... How much time do you guys spend on this? But man, you guys do it right. 10/10. |
sumrandomguy From: (march) Joined: February 10th, 2007 Posts: 3 | Hey, ive had an idea for a new map and a new mod.
If anyone has played on the ''into the breach'' map they will probably think it is awesome, i definitely do, the idea for the map is to make the map bigger so it is
a 6 player map, 3 on each side of the wall, and make the breach in the wall
twice as big. I would make this map by myself if i knew how to make maps properly. The idea for the mod i had would be to add superweapons in the game
like in command and conquer games. The weapons would be launched from buildings and would take about 3/4 of the enemy's buildings health off, and kill all the infantry in the blast radius.
I know this is probably un-codex or whatever, but i think it would make a great
addition to the game, i would also try to make this mod by myself with a little
help, but i have no experience with any of the mod tools..........
Could anyone please email me on their opinion of my ideas on: sumrandomguy1993@aol.com.
Thanks |
blabsy From: Joined: November 20th, 2005 Posts: 123 | im afraid im gunna have to download this lol GREAT JOB! |
saoreire From: Joined: May 4th, 2006 Posts: 1182 | Yeah this is mad. Not even a big file!
10/10 |
sergent_killa From: (liverpool) Joined: December 26th, 2005 Posts: 478 | does this thing activate via the game manager? if so i may dl |
i_like_to_move_it Joined: December 30th, 2006 Posts: 2 | how come i cant denload it it says somfing wird hel me plz reply |
htbeast Joined: June 17th, 2007 Posts: 1 | Does this mod affect the AI in the campaign mode? |
gears81 From: (va) Joined: February 19th, 2007 Posts: 33 | 1. a sheild mod. That would alow for a wall like energy feild used by TAU, Eldar, and Necrons this would cost 2000 (3000 for necrons) energy every 15 min for how ever many sheild drones you have with the sheild up. these sheilds are inpassable for everyone this will alow a more stable play , because it would not be fare for you to be able to move but not your enemys. the damage would be on how much energy you pay into it like is you have 6000 energy and you pay into it 3000 then the sheild will have 3000 health. It would also alow Orks to build phyisical walls that have an expensive cost to add "gunz" to the top of the section of wall. each peice of wall will cost 2500 req. and to upgrade it would cost 1500 req and 2000 energy. the reason for this is because the orks are powerfull enough without any help. units can also use this for light cover. the IG would have the ability to buy a unit to dig trenches that are inpassable by vehicles but can be upgraded with a small bridge that can be lowered or a heavy weapos nest that can be up graded to any heavy weapon. the unit will cost 2000 req and 100 energy. to dig a trench would be 500 req per block of trench the bridge will cost 2000 req and 500 energy and the heavy weapons will cost 1500 req and 500 energy. to up grade that would cost any thing the person that makes the mod wants. the SP and the CSP will have a wall drop pod that the builder unit can creat this can also be upgraded the same way as the IG, the cost will be the same as well. If you want to read more of my mod ideas e-mail me Dragonlboy@aol.com
P.S. when you e-mail me plz say (In responce to your mod ideas). |
Paddladd Joined: August 21st, 2008 Posts: 1 | I have it but were do i find the options
the DoS 2.2 appears in the cornr |
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