10/28/2022 0 Comments Supreme commander 2 torrentsAlso path markers use up AI op codes and in longer+bigger battles, the less paths the better or your game will feel like its running at -50 speed. On maps with very straight paths (unnatural) then the path markers really only act as a guide to the AI to stop them getting stuck and looking for alternative routes. On very natural landscapes I prefer as few markers as possible as the computer will always find the PLR. As some of our tests have shown, maps without markers sometimes perform better than with. AI markers sometimes cause a specific linked path behaviour and can be a bit monotonous/robotic in their attack. The adaptive ai will play fine on these maps as it learns. Don't be put off playing against AI though on maps without markers. Most maps are designed to utilise Sorian AI's way of thinking with regard to transport sneak attacks and teleportation infitration via suicide units, so make sure you defend inside your bases too, not just the front line. We have witnessed better attack methods by not using markers on certain types of maps) Each map was thoroughly tested over 100 hours per map with and without markers for best approach - if you use a map with no markers (stated by the AI when the game starts) and you find the AI was not very responsive make sure you use the adaptive AI setting in the lobby instead. Well designed maps work well without markers as the AI can learn best approaches over time. One or two maps have no ai map markers (evenone moans at this but this is actually deliberate as the marker complexity on some maps does not benefit large and long ai games versus what it offers to gameplay. I hasten to add that my maps are not to everyones taste but if you are looking for something different give em a whirl. This also adds a strategy element and makes people think before pumping out contant streams directly to your base unless they have worked out the local geography first. Obviously higher than normal terrain for things like shield walls and canyons play havoc with direct line air attacks (the air units will need to 'climb' slowly over the +hieght objects before they can attack) the answer is simply to steer your air units to the objective or create clear path way points. Unlike most, they are specifically designed mainly for LAN games and coop versus Sorian AI (In that I mean that some maps are unbalanced to have less Humans versus More AI, but they work equally as well in unbalanced skilled human versus lesser skilled human games - like 2 v 6 etc.) They were mostly designed to add more strategic approaches to battles rather than very open maps - as an example some have sheild walls (high walls that can actually defend slightly against massive amounts of arty fire) and others have wide canyons or narrow canyons to allow small unit sneak attacks rather than experimental rushes from all directions. Google my map pack (sykoste mappack) - all work with FA and SC and they are all on file front.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |