hey hey it's me again, so I was wondering how does one make a challenging AI, I'm looking to amp up the AI in my maps to make it more challenging but looking at one of the liberty campaign AI's (the mercenary mission with han n the mineral collecting task) kinda just confused me.
Been awhile I know right? well working on new maps to follow up the current ones anywho's was wondering what everyone tought of the HERC race added in the Dominion plotline? I think they're either overpowered or underpowered not sure which best suits it cause like I have no real idea, anyways keep an eye out guys, soon i'ma be adding more maps to the collection. BTW I was also thinking of like making a couple a melee style maps that incorperate the new races so was wondering if anyone would like that?
I've tried this already, and it had no effect. I also tried editing the original actor by removing the ValidateUnit Term, but even that changed nothing. It seems like a unit must have shield stats in order for visuals to appear. If I could get a proof-of-concept showing otherwise, that would be the direction I'd like to head towards.
Then why not have it such that the units health is all the shield and like no life stuff n then alter shield regen stat
Be aware that dark forests/caves are only a problem for living beings. If you are in a power suit or driving any sort of high tech StarCraft equipment it would come with night vision, radar and other sensors so one could expect terrain to be clearly visible.
The units are just like armed civilians so something like a small flashlight is what i'm hoping for or i'd settle for like a torch sorta light buuuuuuuuuuuuuuut i wouldn't worry now i've got a kind of fix it's shoddy but it'll do until i work out something better.
Basically my solutions is give infantry a smaller light which is also a softer colour so that it's not so 'bright'.
Are the pathing and footprint things set right? if your pathing or footprint aren't right it sometimes means unit doesn't act like proper building, i'd also check you build on field just ta make sure there's only the geyser, beyond all a that i wouldn't know much else oh u could check radius but i think that's just a unit thing.
Is it possible to create shield impact splats (like protoss units) on units that do not have shields?
I am aware that I could just give said units shields and modify their model attachment properties to give them shield splats, but the point of this question is to give the visual shield impact without actually giving units any Shield Stats (for example, in the case of a Behaviour with a Modify Damage Response).
I have tried playing around with the Shield and Shield Impact Actor Events in hopes of creating shield impacts on units that are not Shield Capable, to no avail.
I am also aware that I can (and have) just create a Model Actor with a shield impact effect model and have it respond to Damage Taken or Damage Response Messages. While it is an acceptable substitute, I would really like to have non-shield units get the same dynamic shield impacts as Protoss units (especially the directional impacts) in an easy-to-implement way. Is this possible?
why not trying applying a copy of the shield on said unit, but setting it's stats so that it's doesn't give any of the stuff shield gives in terms of gameplay (i.e. setting the shield life ta zero).
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
I think you should learn how to use triggers to create and send attack waves (plenty of maps do this, try taking a look under a maps hood to see how they get to send things at the enemy)
I've been able ta teach myself like really basic attack waves but then the AI just kinda sits there and doesn't really defend itself or expand, hmmmmmm maybe linking attack waves with the melee ai i'm using?
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Umm doesn't blizzard have some kinda student thingy or sumthin? okay turns out it's sumthin called an 'internship'
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Hi guyz,
hey hey it's me again, so I was wondering how does one make a challenging AI, I'm looking to amp up the AI in my maps to make it more challenging but looking at one of the liberty campaign AI's (the mercenary mission with han n the mineral collecting task) kinda just confused me.
thx guyz
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Holla peeps!!!!
Been awhile I know right? well working on new maps to follow up the current ones anywho's was wondering what everyone tought of the HERC race added in the Dominion plotline? I think they're either overpowered or underpowered not sure which best suits it cause like I have no real idea, anyways keep an eye out guys, soon i'ma be adding more maps to the collection. BTW I was also thinking of like making a couple a melee style maps that incorperate the new races so was wondering if anyone would like that?
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hmm welp i have no idea how else ta help sorry :(
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Did you make sure the trigger only orders the AI ta do it once, then the trigger stops?
could also check the tactical AI evaluation
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Well depending on the version of Big Game Hunters ya want ya could just go ta custom in starcraft multiplayer n find it o.O
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Are the pathing and footprint things set right? if your pathing or footprint aren't right it sometimes means unit doesn't act like proper building, i'd also check you build on field just ta make sure there's only the geyser, beyond all a that i wouldn't know much else oh u could check radius but i think that's just a unit thing.
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Not quite sure but here's two spots where you could try placing it:
try going to user then whatever user your on then go documents, starcraft 2 and then find map folder.
Or go to wherever Starcraft is installed then open that up n go to map folder.
If neither work then I'm not exactly sure where you'd place it.
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