Design no. 1 - NanoBlob v. 0.2 (defeat replays) - Page 2

Design no. 1 - NanoBlob v. 0.2 (defeat replays)

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

after about 30 mins of playtesting its blatantly obvious that the 'knights' are the ONLY unit worth getting. wolves suck ass but can be used to run into enemy bases causing masses of friendly fire. rooks are utterly useless. the com is like a pyro with extra health.
Its a brilliant fun idea, if u gave it RPS balance and made builders a bit more expensive this could be hilarious! (i.e. wolf beats pyro beats sumo beats wolf)
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Yeah.

Some RPS is needed, because the knights are good vs EVERYTHING, even each other, while everything is bad vs knights.

One knight can kill 10 or so rooks, which never hit anything.

But i really like the chain reactions that result if you take sheep farming too far... sorta makes the whole thing a balancing act.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I've enhanced the RPS a lot with this last build, using some of the kewl things that are in Spring, such as the Armor list, forced-lowvelocity weapons, and some other things that I'll just not tell you about :twisted:

Trust me on this... every unit is distinctly, definately useful... even the ones that look completely useless.

For example... Rooks now own Knights the vast majority of the time... if you can keep the Knight from getting in a position where your friendly-fire lockout will stop your Rook from firing. If not... too bad. One Knight can strip your base completely in a relatively short period of time- don't wait on the early Rooks you'll need to defend against them!

Archers seem completely useless at first, but aren't. Just trust me on this- they are not useless- they just require a lot of preplanning and careful placement, and should not just be thrown into melee. You know you're winning when you can start placing them... let's put it that way.

The Overlord and Demon come with some very real limitations. I have found uses for them, but I'm not sure they're cost-effective at this time, so I'd like to hear feedback.

Defending a base is the majority of the early game... winning involves some really insane resource-juggling and some crazy micro... I just got done with a game against one KAIBlob, where I finally won after an hour and a half... talk about insane... I think I could cut that down to about half an hour now that I've learned a lot more about this build of KAIBlob's weaknesses, but it sure put up a good fight until I figured things out a bit better.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Its starting to get good now!
The units seem more balanced and the mod more polished with the better build distance and weaspons.
more suggestions:
-a player shouldnt be able to build the lord (so when you lose him you do miss him). Adding things like cloaking could also open up new possibilities for comm-bombing which makes it a 1-shot trumph card that could turn a game.
-Im not too sure on super-units, because its hard to balance them and then matches turn into turtling wars with players trying as hard as they can to field a super-army
-Make the comm missile travel 2x faster? it wastes so many missiles because the unit dies and theres still 2 missiles in mid air... its much better than the flamethrower btw...
-stationary Factories dont seem to fit the style of the game, but no grieving issues with it.
-maybe make the freakers/zippers have some other sort of attack (i thought EMP but maybe that would suck), maybe a quick-aiming, accurate, low damage, continuous blue anni laser, or at least make them turn and aim quicker atm they barely fire when moving coz they cant turn fast enough, and if they stand still they might as well die.


The concepts of the innacurate laser machinegun, unit (not feature) walls, powerful direct guided comm rocket and the "arrows" from the archer are pretty cool, keep them! Making few units very different from each other instead of piling up lots of similar units is not only easier to balance, its more fun if you ask me!
NB is getting more popular as well, so use this tide of curiosity well and keep pumping the updates.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

So says Krogothe, AI writer and PR leader of NanoBlobs! :-)
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I dont agree with those missiles being better than the flamethrower...

Currently a single lord can 1vs1 kill a commander, as those missiles do less damage then the autoheal. Something tells me this isnt right...

But keep the lord buildabiliy!
The lord IS a powerful builder, but very expensive, plus you cant spam them, because a single death explosion would then wipe you out completely...

And about the factories: yeah, dont really fit the style, but i think its a good compromise to reduce pathfinding chaos (which results if build units and mobile builders together form a HUGE godian knot...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

1. The Fortresses are just a kludge, and I'm not happy with them. The real problem here... and this is an engine-level thing, so it's Zaphod/SY/Jou's territory, and I probably won't bug them about it... is that mobiles building mobiles can't assign those mobiles to patrol paths/areas/whatever. Which kind've sucks. So I got around that with the factories... but I'm not happy with that either. Maybe give each side a crazy unit that I'll call the "unit beamer" that eats resources like cookies but has a builddistance of... really, really far. I'll keep thinking about this.

2. I'll think about what to do with Wolfs. I think that they mainly need to have their scripts fixed so that they get a true state from their aimscript, and maybe a bit more damage against Rooks. I pretty much nerfed them in this build, but I can go back again.

3. Any units that can seriously deform terrain are problematical, on maps that have really soft dirt. The "not-so-super" super-units have a real use- as digging tools. I'm not sure they're all that cost-effective otherwise.

4. Archers are not really meant to be used against anything that moves faster than a ballpack. I actually think they're about right as-is... how and when to use them is a little tricky, but I'll give you a hint: they do extra damage to Rooks. I'll see if tweaking the speed or the randomness increases performance any, though- I have a feeling that randomness may be the key- they need a higher level of sheer chaos.

Lastly... chain-reaction unit explosions caused by high damage/area... is this a bug, or a feature? I'm pretty sure that it's nerfing Knights by a lot... and during one playtest, I watched somebody lose a chain of 200 Rooks... the thing is, though... Knights are already plenty deadly, if you can break past defenses, so I'd have to come up with (yet another) porcing tool if Knights got even more powerful (same with Wolves).
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

6Test build 4 had horrendous problems dealing with aircraft, since it checked if a unti had a movedata struct and if it didnt it termed it as a building, but it failed to chekc if it could fly, and since aircraft have no movedata it interpreted non building aircraft as static defences.

Test Build 5 has everythign ti needs to play nanoblobs, exept for some antistall code I have yet to finish, otherwise it attempts to build a sheep, over and over and over again every frame so ti never gets anywhere.

The other build of NTAI uses a totally different build tree system, and cant deal with tasks failing, so it cant handle unit builds unit situations, unlike the 0.3 test that I'd attempted to inbuilt this to get support for Taros (I have a screenshot fo this somewhere).

The test builds have no attack code in them, just construction code.
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Rooks? Knights? We aren't back to chess again, are we?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

That's one of the little jokes, yes ;)

BTW, I'd like to thank everybody who played with me this morning... that was a lot of crazy fun, and quite challenging. In the end, the current version of KAIBlob was inefficient, because it builds only the units that cost the lowest, so any of the units I didn't price at 500/500 for their initial cost never got built... including the Fortresses.

Expect the Fortresses to go bye-bye, btw... if I can just figure why certain units can't be built in large blocks without moving around and screwing up the build order, I'll definately put the "teleportation bot" into the game as the uber-builder on the high end, and make players build blocks and then send them downrange. I think that has to do with the footprints not matching the bases, so I'll figure that out... and put out at least one more build. Oh yeah... and the fellow designer who I built the initial version with, is working on an alternate set of hacks, so we could maybe have more than one NanoBlob-type game design... or we'll just put all of our ideas into the blender and make a better overall design with two sides doing crazy things 8)
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

lol KAI doesnt work that way ;)
Ill release a new version when NB is fun again (v0.0 wasnt, 0.1 was, 0.2 has great ideas but somehow isnt too attractive)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I will definately try one more build of it, and see if I can't put in more fun-factor things. This is more time than I really intended to put into this experimental design. What my partner in crime is building is a very, very different concept- it's a fleshed-out version of the initial game design, and I'm excited about this- it's quite possible we'll end up with two sides that function very, very differently... and they will both include factors that are likely to break current AIs again, although I think that this time we will probably not see crashes, just stupidity ;)
Last edited by Argh on 17 Jan 2006, 03:52, edited 1 time in total.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Hmm good luck, and change the name, ppl dont seem to like it much (especially when it has nothing to do with the gameplay lol)

heres a replay of what my little baby can do sharing comm with me on v0.2:

2 humans with 100% handicap vs me and kai sharing comm 0 handi
http://www.fileuniverse.com/?p=showitem&ID=2198

we tried a 4v1 (humans with handicap again) but it crashed (my fault)

pyros are still ultra-overpowered with only rooks being able to kill them...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I am sure that we can come up with a sexier name if we choose to develop the game design into something more compelling. Keep in mind- this was a 12-hour minor project, and I'm mainly just playing around here- it's been a long time since I've worked with an RTS engine, let alone TA, so I had to pick something simple.

So if it doesn't meet your high expectations, and you find the basic premise interesting, please feel free to take the build and improve it when I've released this last build- this may be the next Counter-Strike, and it's just waiting for your creative genius :)
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Counterstrike is creative now?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It was when it was built... I was playing it in beta, and boy, it was definately a new experience at the time...

Also... has anybody except me been able to defeat it, one-on-one? If so, please post a recap- I did not see humans defeat it other than me in all of the MP games I played. I will put up a recap of me defeating it on Ashap Plateau (perfect map for this mod) this morning, for those who are convinced that it's all kind've boring (I have a feeling that the main complaint here is that it's too hard, not that it's boring- people just aren't able to figure out KAI's weak spots really well).

And Krogothe... if KAIBlob isn't basing "what do I build" on unit initial costs, please explain what it is using to make its decisions, and I will factor that into the last build... and, if possible, I'd make a KAIBlob directory, so that it no longer has to be an either/or choice about whether to use KAIBlob or KAI... just a thought, since other people might want to try to make NanoBlob (or whatever cool name they choose) into a much bigger, better game at some point :-)
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

KaiBlob simply builds a random attacker or builder. For some freaked out reason, it always seems to always build a lord first thing, reason why it stalls really really hard and probably why you beat it.

It only plays at about 10% of what it could (builds at 30% of max speed, picks a horrible equal mix of units and doesnt group them, giving it a 20-40% attacking effectiveness, plus it doesnt make factories or walls), and yet without the lord stall it takes 4 humans with 100% handicap to beat it at speed 1.0.
if the game was played at 0.1 (which happens when too many units are made), they KAI can get beaten quite easily too.

Im busy developing KAI, i just thought that if you are to do something, at least you do it all the way, since it will invariably be forgotten in a couple days without some polish, but its up to you...

Since im using a very customizable buildtree system, provided i like the build i can make it handle almost anything. Adding air, sea and hovercraft support or making it support AA instead of XTA were all 10 minute jobs for normal KAI and KAIBlobs is no exception...
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

interestingly enough there is 0 balance in blobs now.
all combatunits cost the same cept the krog (which is pretty useless untill u hit the unit cap). a factory also cost the same as a combat unit. sheep (only way to get res for most of the game till u can com spam) cost 2x a combat unit.
is there balancing with the buildtimes that i've missed?
oh yeah and if u r going to improve the wolf improve it vs the rooks not the knights. rooks ~> knights so if wolfs were ~> rooks u would have some RPS going on ( as well as swarm<archer+mini-swarm, and archers (with wolves for radar)>>>rooks.
give the krog for arms and 4 flamethrowers? :>
fun mod no matter bout the balancing :D
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

"Balance" is not just initial costs. Don't be confused by simplistic assumptions made by some people, who think that if a unit costs X, it should have Y stat limitations. Balance is a huge collection of issues, and it's quite a fuzzy topic. People who get obsessive about math and stats are stupid- in the end, one always ends up with such a huge number of factors that it is literally impossible to arrive at good balance without a great deal of fudging, re-adjustment, and playtesting. I did build after build after build, after putting up the very first version, tweaking and checking things, then repeating until things felt smoother. When I release the last version, it will be after very extensive testing- there's just no substitute for actually playing a game and seeing your grand theories collapse... and then making it work.

Let's take, for example, the way that Archers work. If you watch the way that things went in my 2 vs. 2 match with FizWiz, for example, you will see my archer "rushes" to attack KAIBlob's production. Huge swarms of arrows went up... and then, a few seconds later, you'll see a large area of the map liquify. Are Archers weak? No... they're just specialized. They aren't fast, don't build especially quickly, have no health, get killed in droves even by the current Wolves, and their shots take (in game terms) FOREVER to reach targets. They're completely, utterly useless-looking... until you use them correctly, which is to force-fire a pack at a point on the map, not allowing them to fire at whatever they feel like. Then... things die really, really fast. And, when I've tweaked their randomness more, so that a human-directed pack will saturate an area roughly equal to the size of the pack... they will rule for creating "no, you can't go here" zones, allowing for effective area control at a fairly high resource cost.

As another example of how initial costs or raw stats are often misleading, most units in Blob have a per-second Metal/Energy cost. Compared to anything in OTA, these are often extremely high- you can easily max out a high-end economy when you have enough units downrange. At the highest end, the Demon/Overlord (which, if you watch the replay, are not useless, just need micro'ing and some support) eat 5000/5000/second, which means that they put a huge dent in your economy. So... it's really pretty irrelevant what their initial costs are- in just a few seconds (say, by the time they actually impact a flank) they've already eaten more resources than they cost while building... and the longer they stay alive, the more stuff they're going to have to kill to make up for their costs... if you're taking a strictly accountant-like view of things... which is stupid, because in the end, you're trying to kill the enemy's units and hold ground, not balancing a checkbook- running a deficit is often required to win a war.

At any rate, now that Krogothe's telling me that KAIBlob is supposedly always trying to build a Lord first... um... if that were the case, I'd see a second Lord at the bases by the time my assassination squad arrived, right? Or is it stalling and switching to something else? If I remove the Lord from the Lord's buildtree, or make the Lord cost the same resources as everything else, will I see the AI sitting there with a half-built Lord if I scramble 4 Sheep and 4 Wolves, or a single Knight? I'll have to do some experiments with all of this- if KAIBlob cannot make any differentiations between the units, then I probably need to flatten the balance on building everything and re-balance the game design, or it will never give a human a decent game (which is kind've the point here- Blob was designed to be a near-ideal game for an AI to play, once we had one that worked, period). I'll experiment some with all of this and do whatever works... at the very least, with one of the sides, so we can watch the differences between what KAIBlob can play well... and what it doesn't.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Argh, for gods sake, forget KAI and make it fun first. I can adapt KAI to work for the mod to a good extent.

heres my wishlist:

-halve knight heal speed
-sack zeus off, the time it takes to unholster the gun makes it incredibly useless in large games with rook defenses where they always die before getting a flame in. Use another unit for it, coz atm pyros are millions of times better
-give archer arrows a (slightly) greater range, lower ROF, higher AOE (for individual missiles).
-Make the comm missile do 3x damage, travel 2x faster, have a 1.5x greater range and 2-3x slower ROF
-Make it so lords cannot be built (it is a BIG minus in the fun factor for many reasons)
-reduce the size of rooks by 30%
-make wolves have a continuous doomsday machine beam that is good against knights, with a slightly longer range
-make rooks suck more against knights
-allow pyros to kill pyros, zeus to kills zeus and knights to kill knights
-scrap the factory, it makes for stupidly long games where one has builders stashed away and the factories pump units out automatically so fast it takes hours to break thru. Plus its ugly, it sucks and detracts from the overall chaos
-make the fortifications 2x bigger (so its not sucha drain in unit limit), 2x stronger, regenning 4x faster, maybe 2x more expensive and definitely no maintenance costs
-give the big overlords an AOE cannon style weapon instead of machinegun and a fast firing, accurate point defense laser. Being so slow, innacurate and useless in terms of firepower (easy to avoid flame range, weak laser) its main use is to bomb the enemy base when it dies.
-reduce the incidence of chain reactions with knights, keep the builder reactions as they are.
-increase radar range on wolves by 25-50%
-take away the big boom on overlords or at least reduce it. a 1% built overlord in a base getting blown up still makes a huge boom, which sucks too.


Worry about the above, not about KAI. The latest version has good concepts but just isnt as fun.
Post Reply

Return to “AI”