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@Cat-Lady Cat-Lady commented Jun 2, 2019

  1. AI build antinukes in base, starting at around 15 minutes IF resources, available builders and battlefield situation allows.
    1a. Hard and Brutal limit antinukes to 2
    1b. Easy and Normal limit antinuke to 1

  2. AI protects antinuke with a ring of lotus+faradays against paralyze (widow) attacks.

  3. AI is much more likely to reinforces groups of turrets (of various kinds) with Faraday.

  4. If completed everything that adds up to AI base and at late game stage, AI builds nuke silo in base (resources permitting) much earlier than more costly other superweapons.

  5. AI consider having at least single heavy radar sensible thing past mid-game (can still have more, as before, but will aim to have at least one, in base, before commiting to long range projects). It considers such additional radar only if economy permits.
    5a. Brutal AI might add Heavy Radar to porcupine nests too, after finishing everything else that it wishes to build in them.
    5b. Easy and Normal AI consider heavy radar only after finishing other porcupine/base stuff.

  6. configversion.json bumped to trigger update.

…rces, available builder and battlefield situation allows.

2. AI protects antinuke with a ring of lotus+faradays against paralyze (widow) attacks.
3. AI is much more likely to reinforces groups of turrets (of various kinds) with Faraday.
4. If completed everything that adds up to AI base and at late game stage, AI builds nuke silo in base (resources permitting) much earlier than more costly other superweapons.
@GoogleFrog
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The "VersionNumber" in configversions.json needs to be incremented for this file to replace the players local files. To keep things simple we increment all AI versions simultaneously. The way 'defaultSettings' works is that the wrapper copies files to the appropriate path in the players ZK install if the version number in chobby is higher.

I would also appreciate something like this change to be applied to Easy, Medium and Hard.

@GoogleFrog
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The other three difficulty levels have similar configs, so merging the antinuke fix into one is as easy as merging it into all of them.

Easy, compared to Hard:

  • Only morphs to comm level 3.
  • Never retreats.
  • Only mexes 30% of the map.
  • Has each of its constructors and factories sit idle for 30s after it finishes constructing something.

Easy is the first difficulty level that plays the whole game. Beginner and Novice have further nerfs and cut down unit options. I wouldn't worry about merging the change into them.

Normal, compared to Hard:

  • Only morphs to comm level 3.
  • Retreats at much lower health.
  • Only mexes 60% of the map.
  • Has each of its constructors and factories sit idle for 10s after it finishes constructing something.

Brutal used to be hard until the AI devs kept working on making Circuit as difficult as possible. Keeping the lower difficulties fully up to date with improvements in Brutal seems like hard work, so I would be happy with some sort of standalone antinuke fix for the next three difficulties.

… Easy

1a. Hard and Brutal limit antinukes to 2
1b. Easy and Normal limit antinuke to 1

2. AI consider having at least single heavy radar sensible thing past mid-game (can still have more, as before, but will aim to have at least one, in base, before commiting to long range projects). It considers such additional radar only if economy permits.
2a. Brutal AI might add Heavy Radar to porcupine nests too, after finishing everything else that it wishes to build in them.
2b. Easy and Normal AI consider heavy radar only after finishing other porcupine/base stuff.

3. configversion.json bumped to trigger update.
@Cat-Lady Cat-Lady changed the title Improvements to CircuitAIBrutal Improvements to CircuitAI - Brutal, Hard, Normal, and Easy. Jun 4, 2019
@GoogleFrog GoogleFrog merged commit 3437e35 into ZeroK-RTS:master Jun 4, 2019
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2 participants