Eve of the Apocalypse: Twilight

An Aeon of Strife map for Warcraft 3
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PostPosted: April 28th, 2013, 2:26 pm 
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New AI revision. Doesn't do 100% of the things the previous AI did (ran out of time for one last function required for the rest), but this actually means it operates closer to the hardmode d8.

DarnYak


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PostPosted: April 28th, 2013, 5:12 pm 
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Replay of a very long 5vsInsanes game which later turned into 3vInsanes.


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PostPosted: April 28th, 2013, 5:42 pm 
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Tactician's banner aura remains on her and nearby units despite moving far away from the banner.
Edit: I noticed this was intended after looking at the wiki page.


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PostPosted: April 28th, 2013, 10:11 pm 
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watermelon wrote:
Replay of a very long 5vsInsanes game which later turned into 3vInsanes.

Yea sure don't post the one where we lost against the AI. Make all my hard work improving it look for naught.

DarnYak


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PostPosted: April 29th, 2013, 6:43 am 
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DarnYak wrote:
Yea sure don't post the one where we lost against the AI.


I specifically asked for this replay because my game client crashed, so I couldn't save it myself. Thanks for posting, watermelon.


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PostPosted: April 29th, 2013, 3:20 pm 
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Crash replays are (usually) automatically saved in a separate folder.

DarnYak


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PostPosted: April 30th, 2013, 10:34 am 
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Did a testgame with Panda on Kedge, normal AI. My AI was AC and Gravel. Blue's AI was CS, Reek, and Gluttony.
The AI doesn't actively try to get the moontear but they will pick it up if they're near it.
On the left lane, they seem to like using the left side sideline more than following the lane when trying to get to somewhere, but that wasn't helpful for Blue when they should have been defending their front base.
The AI seemed somewhat suicidal while sieging in that they allow themselves to get creepblocked and seemed slow to run away.
Anchor seems to have been fixed and is pretty much still annoying. Miasma annoys me more though.
Debug messages can easily get flooded with retreats. =P


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PostPosted: April 30th, 2013, 5:38 pm 
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Debug messages can easily get flooded with retreats. =P

Yea there was code to prevent duplicate entries but it wasn't working properly, seems to be behind the 0,0 destinations (which also causes the left wall hugging on kedge) among other things.

DarnYak


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PostPosted: April 30th, 2013, 8:18 pm 
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Played a game with AI in Gloom. They're even worse there. For some reason, Blue's AI kept rushing to the top Digmaster along with doing suicide charges on the top tower. Their AI alone kept them at level 15 (Ember around 20). I noticed that when I rooted Ember while he was trying to escape, he stopped trying to run away though the debug message was Heal.
They do purchase Digmasters at least.


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PostPosted: May 2nd, 2013, 6:20 am 
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Haven't seen the AI getting stuck that often before (Zen Archery was the culprit). Correct me if I'm wrong, but wasn't there some sort of algorithm that prevented this?


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File comment: ... an so is RK
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PostPosted: May 2nd, 2013, 1:17 pm 
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mypaxep wrote:
Haven't seen the AI getting stuck that often before (Zen Archery was the culprit). Correct me if I'm wrong, but wasn't there some sort of algorithm that prevented this?

There is, however its intentionally disabled when enemy units are around since it could potentially be a surround not a stuck on terrain. I should probably change it again.

DarnYak


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PostPosted: May 2nd, 2013, 1:21 pm 
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DarnYak wrote:
There is, however its intentionally disabled when enemy units are around since it could potentially be a surround not a stuck on terrain. I should probably change it again.

DarnYak


Well, in that game I've also had a friendly BP stuck on the ledge in the middle lane, far away from battle.


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PostPosted: May 3rd, 2013, 10:56 pm 
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It does feel like my AI allies on Storm died less though they were more OP than the other team (Harpy, Bane).
It's still frustrating to see the AI set their Ob tower on the wrong side in mid.


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PostPosted: May 4th, 2013, 11:28 am 
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Blast Arrow still hit an ally though it's not always consistent. (Late in the replay, I hit Oracle) I also saw that it did a level 1 Disorient though by that time I had level 4/5.
Should Blast Arrow have spell damage reduction on heroes? The tooltip lists it as Physical and it hits magic immune units though it doesn't Disorient them.
There are still some cases where the AI acts funky, like Bane not doing anything. Near the last minute of the game, he also managed to heal in the main base though I was pretty sure I was close enough to disable base healing.


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