Hi guys
This is a playtestable version. There are some things I have not yet fixed but the scripting is doing my head in so there may be some time before I can make more progress
The ai_tuning.info file replaces the file in attributes\ai_tuning folder
the ai folder replaces the entire data\simulation\ai folder
there is one scar file
https://drive.google.com/file/d/0B9O7D6 ... sp=sharingIf you install this it will break your online play
with other people who dont have these files. I suggest you make a safe copy of the elite_beta first.
Also, please dont install unless you know enough about modding the game to do this without help!
I suggest watching the AI play 2v2 or 1v1. Any fatal errors should be the AI trying ot build upgrades or use abilities that it cant. Only one AI player will be affected at a time. Make a note of tier and units on field (but there should be none)
Also watch for units the AI builds too much of or too little of. Because the build order is based on priorities and random factors you need to watch a couple of games
Finally, test with a friend and a couple of ai players. I have made minimal scar changes but we need to know that desync errors have not been created
Other changes that need to be made
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Someone (sorry Lulgrim
) needs to go through all the sbps files and change the following values, it only takes less than 20 mins
squad-combat_behavior_ext
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change call_for_help_distance to 60
-- exceptions, any unit that wanders off on its own like chaos lord can have a shorter distance
idle_leash_distance to 60
-- exceptions 1. units like baneblade give a shorter distance such as 30
-- exceptions 2. all set up teams should have distance 0. the only one that needs to be changed is IG HWT which needs to be set to 0
Jumping and teleporting heroes and units
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These tend to jump on the spot when in melee. The easy cure is to give the teleport a minimum distance of at least 12 (mekboy already has 18)
Also, at the moment the units only have the strategy to jump into combat
If you give each unit a second jump (3 for WSE and warp spider exarchs) you should see some more interesting behavior
1. create the minimum distance
2. create a shared timer (i call it teleport in my mod)
3. create a copy of the ability - it must be named by adding a 2 to the end eg
ability\pvp\race_eldar\warpspider\eld_teleport_target_warpspider2
4. in user_interface use the path "[dev] always on" which i copied from melee resistance -- -- now ai player has access to an extra jump the human player does not
Things needing to be fixed
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Targetting nodes and gens -- there are only 2 solutions
1. make them autotargettable
2. giving them an aura which causes damage thereby triggering a retaliatory attack. I will experiment with this in the next week or so
Kiting behavior
improved but still shit. I have spent months trying to code this and will continue to do so:-)