Thursday, April 19, 2012

[REL] Eventide

Eventide



Status: Moderately Active/Hostile



Recon

10km*10km,

2-8 Players supported,

Dynamic Resource Allocation,

Forged Alliance Artificial Intelligence Ready,

Three intersecting No Rush Zones for 1v1,2v2,1v1, top verses bottom.

Sparse weather effects.



Brief:

Eventide is set in deep Seraphim space on a planet of unknown material. Its surface resembles the look of granite but a type of crystal is probably more accurate. Eventide hass seen moderate military activity most notably a recent battle between four Cybran commanders and four Seraphim ACUs.



Visuals:



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Prime

There are moderate amounts of wreckage to acquire near the middle of the map. Sending your commander to the middle quickly is suggested. You will also need to use a transport to drop an engineer onto the any of the four raised platforms to cap the mass deposits. Artillery of any tech level is especially devastating on Eventide. Multiple mass deposits around your gate-in are within range of t1 arty from below the cliffs. If one of your allies should fall, you will be under artillery seige promptly as gate-ins are within t2 arty range of each other. (latitudinally) Shielding up early is suggested.



You will need a transport drop to cap this mex and the three others like it.

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Do not give up these small wreckage fields without a fight, they may not seem like much but they can easily uneven the tide early on.

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Map is in vault, and here. Enjoy!

http://www.filefront.com/14059515/Eventide.v0001.zip|||Looks to be a very nice map! Will download and try.|||one of the Sorian AI's didn't work on this map; the four outer spawns simply stood there and done nothing.



there was no no-rush turned on when this happened.|||I was able to reproduce this with Sorian 1.9.9d. I am not sure why this is because I had done multiple tests with the same AI mod before vaulting it. Duncane's AI, which I also tested works fine and was infact a more difficult opponent when Sorian's was working.



I only use Duncane's AI because of the desync issues with Sorian's.



Maybe someone who is more experienced with the AIs should look at this. In the meantime, Duncane's will give you more than enough of a fight. I like AIx Rush with 1.8 1.6 multipliers, seems to be just barely beatable for me.|||Ehm... so you asking me to check why sorian not work on this map or to play against Duncane's AIx @ 1.8 + 1.6 ?|||electro2|||Found the problem.



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There are 4 Land Path Nodes in the middle of the map that do not link to anything. For the 4 starting locations closest to the center they are close enough to not cause many issues. For the outer 4, however, they are causing the AIs to fail at pathing.



A long while back I changed the pathing for the AI to use fewer resources. Unfortunately, this map is just broken enough to cause pathing for the Sorian AI to flat out fail because it thinks there are working path nodes on the map.



I removed the 4 nodes and the AI works fine. So, you can either do the same or actually add path nodes to your map.|||Interesting, I only added the path nodes in the middle because it seemed to be the only place where the AI was getting units bunched up. I guess I forgot to link them.|||They were linked to each other, the problem is those were the only nodes.



You either have to put nodes over the entire map or have none at all.



Here is a nice tutorial I wrote a while back.



http://forums.gaspowered.com/viewtopic.php?t=33542|||Ah, thank you for the help. For some reason I thought the path nodes were only needed where the AI might need help navigating difficult terrain. I didnt realize it was an all or nothing situation. I guess my other maps were all either small enough that it didnt matter like you said, or each AI was close enough to a Path marker.



Should at least one path marker in a chain be linked to an AI marker or a rally point or what?



Thanks again for the help.|||Path nodes are basically the highways of the map. You just want to make sure you mark out enough paths to show the AI how to get everywhere it needs to go.



They don't link to anything other than path nodes of the same type (ie land path nodes only link to other land path nodes).

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