For the entire length of this video I tried to get this battle group to attack and capture the resource node. The units are very unresponsive, and some of the shuffling is also wonky. Also, what is the AI of the medics? It seems that, while in battle, the medics just hang back. Is that intended?
Good to hear.
Brian Wade (dev of the meta) has an even more improved version.
Basically, it's about determining how far away different types of units should get from the meta core as well as determining how close they need to get to be in their ideal firing range.
We'll need to find a way to communicate these things somehow in the UI to better differentiate the different units. Our biggest issue with the units presently is that much of what makes them unique isn't conveyed to the player.
I tried out that replacement file too and noticed a difference. My brutes are more agressive now and stepping out further from their formations. I definitely like their new behavior more.
Out of curiosity, I looked into those files and the variables are easy to change. Hoping that the early access community starts to experiment more with changing parameters there to test different meta unit behaviours. For macro players who don't enjoy microing, this meta unit concept is one of the best things in AOTS and I'm looking forward to seeing it develop more.
haha, I feel dumb. I misread your initial posts about that file and thought that was the current default and that you were suggesting we edited and played with it ourselves. I took a quick look and thought "this is a bit much for me right now" ha. Now I know just to swap it out, duh. I'll give it a whirl, it sounds promising.
I sure as heck hope this wasn't a placebo change, because I am loving it! My battle groups feel much more responsive, perhaps daring is the right word. I'm seeing most of the beefy units (brutes and Zeus) stepping to the front aggressively going after the objectives. A few seem to be hanging back to guard the artillery units, which seems like a smart idea. I find myself trying to analyze how the group is behaving in various situations.Once when retreating my squishier units were shielded off by brutes in rear left flank from which the fire was incoming. Medics were within range but out of firing range trying to keep the shieling units alive.I had a stationary group that was mostly stationed outside of range of targets I saw on radar. One T2 artillery unit edged forward a little to poke at the radar targets, and it was surrounded by medics in case it started to receive damage. I would have liked to see how the group would respond if that artillery unit did start getting attacked. I'd wager actual dollars that it would have retreated inside the relative saftey of nearby beefy units.Are the above scenarios flukes and I'm giving undo credit to the AI for random behaviors that seem intelligent? Or is it actually that clever and I can rely on that behavior in the future, allowing me to focus on the overall war? I would love for the devs to reveal in detail how the battle group AI is expected to behave in several scenarios, and perhaps open up the tweakables and maybe even some logic for modding.I recommend the above change linked by Frogboy be patched in...again assuming I wasn't fooled by placebo.
Indeed, it seems very interesting to try this file and see how the changes are impacting the groups behaviours. Thanks to the devs for giving us this possibility.
if i'm not mistaken, the file goes in (...)\Steam\SteamApps\common\Ashes of the Singularity\Assets\GameCore\ModuleTemplates?
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