Sandbox Skirmish - Player vs. AI campaign

toadfather
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

A_Wal_ wrote: Wed Sep 18, 2024 5:09 pm Some of the spawn have the wrong points cost. I must have got distracted half way through then thought it was done. :roll:
It should be...

Spawn 120 Upg 150 (120%4)+120 = 150
Nurgle 140 Upg 175 (140%4)+140 = 175
Khorne 160 Upg 200 (160%4)+160 = 200
Slaanesh 180 Upg 225 (180%4)+180 = 225
Alrighty, will update.

BTW, regarding the Shared XP mod I made, you are more than welcome to rip the code or the concept for your Terrors campaign. If you're interested, version 1.1 would be a good place to start as I accidentally included Sandbox AI campaign specific code in CombatTools.BSF which also contains your upgraded daemons. So you might be able to take CombatTools directly or at least use it for a close reference to your Terrors code. Version 1.2 has been made vanilla again to mesh properly with core, so it won't be as useful in that sense.
A_Wal_
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by A_Wal_ »

toadfather wrote: Sat Sep 21, 2024 9:15 amBTW, regarding the Shared XP mod I made, you are more than welcome to rip the code or the concept for your Terrors campaign. If you're interested, version 1.1 would be a good place to start as I accidentally included Sandbox AI campaign specific code in CombatTools.BSF which also contains your upgraded daemons. So you might be able to take CombatTools directly or at least use it for a close reference to your Terrors code. Version 1.2 has been made vanilla again to mesh properly with core, so it won't be as useful in that sense.
Cheers, yea that would be nice to do as an option. It's a global mod right, so maybe an alternate version that works with the campaign.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 1.5
  • Daemons now gain bonus +50% Base HP ("Praise of Chaos" ability) each time they level up.
  • Added option to fully or partially randomize player and enemy armies during force selection.
  • Added option to support tiered morale loss between destroyed and nearby units.
  • Misc. bug fixes.

Sandbox AI: sandbox_ai_release_1.5

Full release notes are provided in the download files.

---------------------------------------------------------------------
Daemons normally don't gain a new ability when they level. With this update they will automatically gain a single ability that boosts their HP by 50% of their Base HP each time they level up. A small handful of daemons such as Herald of Tzeentch or Fiend of Slannesh won’t gain this boost as their abilities are maxed out. In this case they will only heal after leveling up.

There is now a checkbox available when building an army that will allow you to fully or partially randomize your army. This will allow you to cherry-pick and take units that you definitely want and randomize the rest. Or you might completely randomize the enemy army while carefully selecting your own, or whatever. Min Core and max Giant restrictions are supported, although if you want a guaranteed knight in an army you will want to select it first, then randomize the rest.

randomize_remaining_points.jpg
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There also is now a checkbox available during pre-battle configuration that enables tiered morale loss between units of the same army when a nearby unit is destroyed. This is the same idea that is part of the Shared XP mod and now baked into this campaign mod. The thought is to keep unrelated units from demoralizing each other when they are destroyed. With this enabled, if you embed a Psycher with your infantry, his morale will be independent of the infantry losses around him (although infantry will still be impacted by his loss). Or when you’re using your tanks to shield your softer units, if those units are taken out, the tank will not have its morale broken. Or the Runt Herder surrounded by his grots, and so on.

As mentioned in the Shared XP thread, this option doesn't change how much morale is lost when it does occur, nor does it alter any of the other ways a unit can lose or gain morale, it simply takes unit type and influence into consideration before apply morale loss when a nearby unit is destroyed.
toadfather
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 1.5.1

Fixes:
- Fix previous army not clearing completely after changing factions when playing linked skirmishes
- Fix random ability crossover corruption if army faction changes between battles
- Fix basic chaos spawn not receiving Praise of Chaos when leveling
- Change Praise of Chaos health bonus to 50/30/20% for each level (2nd/3rd/4th respectively)
- Change level up healing to 100% for units that do not receive an ability when leveling
- Allow smaller than previous army to be used for next linked skirmish and let player decide which units to keep

Sandbox AI: sandbox_ai_release_1.5.1

---------------------------------------------------------------------

Found a couple of important bugs that warranted a quick patch release. Also the daemon health bonus was lowered so they will max out 2x their HP at level 4 (down from 2.5x). Any unit (not just daemons) that can't receive a new ability when leveling will now heal 100% after leveling up (normally units heal 50%).
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 1.6

Changes:
- Add pre-battle option to select Imperium allied army or Chaos and Ork allied army
- Add pre-battle option to fight unknown random enemy with randomized units
- Add checkbox to allow 2x the points for army size selection
- Misc fixes

Sandbox AI: sandbox_release_1.6

---------------------------------------------------------------------

With this update comes an option to create an allied army. Either combine Space Wolves and Guard together to fight as the unified Imperium or form a desperate alliance between Orks and Chaos forces.

You can also now choose to fight against an unknown enemy. If you make this selection, you won’t know which army you are up against nor anything about its units until it comes time for deployment. When you buy your army, the enemy will be randomized and hidden, and when you deploy on the battlefield you can see which faction it is but know nothing about its units until they emerge from the fog of war.

I also added a points doubler as an option so you can create massive armies if you want.

For the “unknown enemy”, it will only generate an enemy that includes pure armies without allies.
A_Wal_
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by A_Wal_ »

Nice additions. I combined those factions as well ages ago in my original mod that I'm updating. :D I haven't had time to work on it for the last few weeks.

Are you planning to add the shared xp code to have it as an option too?


I've had a couple of ideas for the Terrors of the Warp mod and for the other campaigns but it might take a while if I decide to do it.

1. Allied units added to force selection that are cheaper and controlled by the AI. Astra for wolves, wolves for astra and maybe ork units for orks or just not have allied units for that campaign.

2. Random unit level enemies with the demons having three improved versions of each god's signature ability dependant on the unit level, other factions having random abilities now the code works.

3. For Terrors of the Warp maybe Orks with a random chance of coming in as reinforcements instead of daemons and having the two AI factions fighting each other as well as the player, with the randomly levelled up daemon units also having the extra HP increase with their random levels to balance their reinforcements sometimes attacking them.

I haven't even looked into to doing it yet. I'm not sure the AI scripts have the full code for targeting enemy units, I think they do.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

A_Wal_ wrote: Fri Oct 11, 2024 8:31 pm Nice additions. I combined those factions as well ages ago in my original mod that I'm updating. :D I haven't had time to work on it for the last few weeks.
Lol - yeah, it's pretty natural I suppose, although orks and daemons are a kind of stretch, even if lore acceptable. That's why I didn't include allies as part of the "unknown enemy" random pick, some people may not want to play with allies at all.

I'm going to release a dot patch soon to update the synergy (or lack of) between the allies. Most of abilities make little sense to share between allies, such as an ork healing a daemon, daemons blessing an ork (what would Gork and Mork think??) or a commissar "inspiring" a SM to fight harder. Yeah right - lol. Is that a chainsword I hear? Hard to tell over the gurgling noise the commissar is making after even thinking of pointing his weapon at an Astartes.

However, I was thinking the wolves would be able to rally guardsmen, or heal them. I didn't allow Ragnar's Blackmaned cloak though, given it seems like guardsmen wouldn't be attuned to it, but I did allow runes of protection/destruction and Spirit of the Wolf. Would be interested in your thoughts.
A_Wal_ wrote: Fri Oct 11, 2024 8:31 pm Are you planning to add the shared xp code to have it as an option too?
It's actually in there already as a config option, although it's done slightly differently. The XP is shared, but currently there isn't an option to boost it. However, when toggled on it does give up to a 25% boost (it varies) by default as it seems in skirmish mode it makes the battles more interesting if you can level up a couple guys each skirmish. And it works the same for the computer opponent as well, so it's an even boost. In the end it works out to be only a small bump but just adds a bit more flavor to the battles, imho.
A_Wal_ wrote: Fri Oct 11, 2024 8:31 pm 1. Allied units added to force selection that are cheaper and controlled by the AI. Astra for wolves, wolves for astra and maybe ork units for orks or just not have allied units for that campaign.

2. Random unit level enemies with the demons having three improved versions of each god's signature ability dependant on the unit level, other factions having random abilities now the code works.

3. For Terrors of the Warp maybe Orks with a random chance of coming in as reinforcements instead of daemons and having the two AI factions fighting each other as well as the player, with the randomly levelled up daemon units also having the extra HP increase with their random levels to balance their reinforcements sometimes attacking them.
These are all very interesting ideas! I wanted to circle back around to the daemons at some point and give them something more than health as a level buff, but for now I also didn't want to jump the rails too much as I know many people like to play close to vanilla. At some point I'm planning on adding an "advanced" config file to dump a bunch of options into so people can dial in the settings how they like.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 1.6.1

Fixes:
- Fix corruption of a unit's abilities if a bonus ability is not chosen after leveling up before the battle is over
- Fix enemy deployment of reinforcements
- Fix allied morale increase behavior on startturn (allies will bolster allies, except Space Wolves cannot be bolstered by Astra Militarum and will ignore them)
- Fix morale loss when an ally is eliminated is restricted to same faction types (unless the unit lost is a Space Wolf, then Astra Militarum allies will lose morale)
- Aura of discipline, Blackmaned Cloak and Warpaint are incorrectly boosting allies
- Most special abilities should not work on allies nor should the AI attempt to use them on allies.
Exceptions:
--Wolf Priest can heal guardsmen with Balm and Spirit of the Wolf
--Wolf Lord and Great Wolf can rally guardsmen
--Wolf Rage will boost morale of guardsmen
--Rune Priest Runes of Protection and Runes of Destruction work on guardsmen
--Fire On My Target will also boost Wolves accuracy

Sandbox AI: sandbox_release_1.6.1

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This is a patch fix for how allies impact and interact with each other. The idea was to keep as lore accurate as much as possible, with a couple of judgement calls with the priests.

At a practical level this means Orks and Daemons are akin to cramming two separate armies together that happen to be pointing their weapons in the same direction - there isn't much synergy. But there are still some interesting combinations that can be made with the two factions by complementing Daemons with ranged attacks, and Orks do have transports (for what they're worth) that Daemons can crawl into.

Speaking of which, all allies can share transports, even though logically 4 space marines should take up more room than 5 guardsmen. Clearly the unit limits on the transports were never designed to consider absolute size, but only relative size of each faction. This means we can cram 16 space marines into a Chimera, while at the same time it only fits 15 guardsmen + 1 commissar. I've been thinking about a couple ideas to make transports more useful anyway, so leaving it for now. Thoughts and comments are welcome.

Quick note about reinforcements. Unless you play on Grim Darkness difficulty, you won't see enemy reinforcements in this mod. This is vanilla behavior, I didn't make any changes in that regard. If you do kick up the difficulty, they should work better now and will show up around mid battle, depending on a few factors.
A_Wal_
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by A_Wal_ »

toadfather wrote: Sat Oct 12, 2024 12:25 amHowever, I was thinking the wolves would be able to rally guardsmen, or heal them. I didn't allow Ragnar's Blackmaned cloak though, given it seems like guardsmen wouldn't be attuned to it, but I did allow runes of protection/destruction and Spirit of the Wolf. Would be interested in your thoughts.
For my mod I didn't allow demons in ork transports, didn't seem right. The demon and ork abilities don't affect each other. Astra and wolves can use each others transports and their abilities do affect each other. The mod was specific to two edited campaign maps that I converted to mp though, I want to open it up for skirmishes as well and I want a better ability sharing setup.

With shared imperium transports the code will need to be changed so wolves take up more space and wolf transports have more space because they're not aligned as you say, that will help balance that at the moment it's not worth taking rhinos because chimeras are a lot better and cost the same. I think most wolf abilities should probably affect astra units but not the other way round. I donk think it favours one faction in particular because you'll need both to benefit and it would balance the fact that combining orks and demons is more of an advantage because they're more different from each other than wolves and astra are.

toadfather wrote: Sat Oct 12, 2024 12:25 am
A_Wal_ wrote: Fri Oct 11, 2024 8:31 pmAre you planning to add the shared xp code to have it as an option too?
It's actually in there already as a config option, although it's done slightly differently.
Oh, it's been a while since I played to be honest, I don't think it was there the last version I checked out.

toadfather wrote: Sat Oct 12, 2024 12:25 amAt some point I'm planning on adding an "advanced" config file to dump a bunch of options into so people can dial in the settings how they like.
That would be a very nice addition.
Last edited by A_Wal_ on Thu Oct 17, 2024 4:59 pm, edited 1 time in total.
A_Wal_
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by A_Wal_ »

Thinking about it that might be too much of a nurf to the fear aura. It's got a thermal cannon so pretty much any enemy infantry it gets close to are going to be dead anyway. It makes rallying more important which I like. When you used that knight did you find it to be massively OP? The fear aura costs 300 points, I might just make it cost more.

I didn't put much thought into the upgraded chaos knight costs, they're all 300. The nurgle cloud seems a little weak so maybe 1200 for nurgle, 1300 for slaanesh and 1400 for tzeentch. Upgraded lord of skulls is 1500 so it's neat and tidy. Yea I'll do that I think.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

A_Wal_ wrote: Wed Oct 16, 2024 7:48 pm With shared imperium transports the code will need to be changed so wolves take up more space and wolf transports have more space because they're not aligned as you say, that will help balance that at the moment it's not worth taking rhinos because chimeras are a lot better and cost the same.
Agreed, I need to make a similar change. I'm looking at doing a small patch soon that focuses mostly on transports. I'm going to see if I can shore up the size inconsistencies and no longer let daemons ride along with orks.

I'm also thinking of adding in firing deck rules (similar to 10th) to make the transports more interesting.

I'm also working on allowing drop pods for both wolves and orks. Because we can't add new models, a reskinned drop pod will need to make do for an ork Rok. Hopefully in game it still looks acceptable and feels right, we'll see. I haven't had much time lately to work on it, but the basics are in place and seem to work. Much more to do though, it will still be a couple of weeks before I can pull it all together.
A_Wal_ wrote: Thu Oct 17, 2024 4:58 pm Thinking about it that might be too much of a nurf to the fear aura. It's got a thermal cannon so pretty much any enemy infantry it gets close to are going to be dead anyway. It makes rallying more important which I like. When you used that knight did you find it to be massively OP? The fear aura costs 300 points, I might just make it cost more.
We still have only played a single game with it because after the first time my buddy and I decided it needed to be reviewed, or playtested a bit more to see if it really needed changes. We've only been playing actual games so we haven't had time to do any more testing on it I'm afraid. I'm also going to use the knight with the Night Lords, so to be consistent I might make him work how the NL fear aura works - on first contact the enemy takes a morale hit, and then the base morale is lowered by 25 points. This way they don't continue to lose morale each turn, but also cannot fully recover. I like your tiered approach to the morale for the knight, so I would still want to keep that for him. Don't know, just thinking about it.

But honestly, he's your creation so I would like to have him work how you envision it. Just throwing some thoughts out there.

A_Wal_ wrote: Thu Oct 17, 2024 4:58 pm I didn't put much thought into the upgraded chaos knight costs, they're all 300. The nurgle cloud seems a little weak so maybe 1200 for nurgle, 1300 for slaanesh and 1400 for tzeentch. Upgraded lord of skulls is 1500 so it's neat and tidy. Yea I'll do that I think.
That sound alright, let me know if you finalize on that, I'll make a similar change.

Right now, the single unit that gives me the most grief is the soul grinder of nurgle. His ability to heal 20% per turn can make him tough to take out. He ends up on my most wanted list the moment he appears out of the fog. I don't necessarily think he's OP though, it just can be challenging to do enough damage that he doesn't immediately heal it all back. And then you can't leave him alone for the same reason. Once you commit, you gotta finish the job.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 1.7

Enhancements:
- Add Drop Pods to Space Wolves and Ork armies.
Fixes:
- Update Hit & Run ability icon
- Fix drop pods are sometimes staged to invalid tiles during pre-battle placement
- Adjust unit costs for nurgle knight 1200 (1300), tzeentch knight 1400 (1300)
- Fix allied only flag is not cleared when switching between armies during force selection
- Fix Space Wolves and Guardsmen relative sizes are not correct when riding in an allied transport
- Fix daemons should not use ork transports when allied

Sandbox AI: sandbox_release_1.7

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This patch adds the ability to do a deep strike using drop pods. Drop pods belong to both wolves and orks (called "Droppas" - credit to Talys on DakkaDakka for the name), and if you create an imperium army, guardsmen can use them too (for now - this is likely to change). Daemons are no longer allowed to ride in ork transports, so they are excluded when allied with orks. Originally these were to be roks for the orks, but because there isn't a way to add new models they ended up being just too far off and looked (and behaved) nothing like a rok. So instead now they're looted drop pods, stolen from the imperium and converted for orkish business.
roks_focused.jpg
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You can have up to 3 drop pods per side, and load them up with infantry. During deployment you will select which units go into the pods (just like a normal transport) and the AI will do the same. When the deployment phase is complete, all of the pods will disappear into space and wait.

You will see a new button on the bottom right to be used when you want to redeploy them to the battlefield.
drop_pod_button.jpg
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Deployment is not precise, but they will end up somewhere behind enemy lines. All the drop pods for an army will be deployed at the same time. The AI will deploy its drop pods independently of yours.

This patch also fixes a couple bugs, probably the most noticeable will be daemons no longer can use ork transports, and the transport capacity for wolves and guardsmen are now adjusted based on their relative size of the unit that is being transported. This means you can now fit the correct amount of guardsmen into astartes equipment, and vice versa.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 2.0

Enhancements:
- Add Night Lords as a playable faction
Fixes:
- Fix Space Wolves and Guardsmen relative sizes are not correct when the AI uses an allied transport after initial deployment.
- Replace custom drop pod deployment button with base game button
- Prevent guardsmen from loading into drop pods
- Update droppa icon

Sandbox AI: sandbox_release_2.0

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This is the initial release of Night Lords legion.
night_lords_army1.jpg
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night_lords_army2.jpg
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The base army is included, but currently they lack any HQ or special units such as psykers. Until those units are added, to help round them out they've been allied with Chaos Daemons and can leverage theirs for now.

There are 18 units (plus a drop pod), along with their upgraded counterparts:
- Fellblade
- Chaos Land Raider
- Chaos Predator Destructor
- Chaos Rhino
- Chaos Storm Eagle
- Helbrute
- Chaos Bikers
- Chaos Terminator Hammer
- Chaos Terminator Bolter
- Chaos Terminator Flamer
- Havoc Missile Launcher
- Havoc Lascannon
- Havoc Heavy Bolter
- Night Raptor
- Chaos Marine Bolter
- Chaos Marine Meltagun
- Chaos Marine Flamer
- Chaos Marine Bolt Pistol
- Drop Pod

The Fellblade and Storm Eagle are unique units to the Night Lords and I attempted to maintain their stats to spec as translated into the game mechanics from 40K. I took a small liberty with the Fellblade and gave it a "warpfire flamer" rather than a heavy flamer which doesn't officially exist in 40K, but adds a touch of flavor in my opinion. Otherwise I kept things as close to RAW as I could.

All of the Night Lords infantry have 3 innate abilities (with an additional 50 point cost per unit):
- Aura of Night Terror: -25 to enemy infantry base morale if within 4 tiles of a Night Lord
- Talent For Murder: If the Night Lords outnumber enemy infantry in close combat (a single squad vs. another single squad), then the Night Lords gain a +20 accuracy and melee bonus, and a +10 damage bonus.
- Stealth: All infantry gain +10 cover bonus.

Night Raptors have an Aura of Night Terror that extends out 6 tiles, and do not receive a Stealth bonus.

Here they are fighting the wolves:
night_lords_vs_wolves.jpg
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The legion is not complete, and within the boundaries of what modding can be done there will be more tweaks, new units and cleanup moving forward.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 2.0.1

Sandbox: sandbox_release_2.0.1

---------------------------------------------------------------------

This patch brings a number of tweaks and fixes, mainly to the Night Lords. More planned and on the way but little time lately.

Full release notes are provided in the download files.
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 2.1

Enhancements:
- Add "Only Pin When Facing Enemy" pre-battle config option
- Add configuable pinning rule so basic infantry are only able to pin light classes
- Created persistent pre-battle options file saved to disk
- Update language support files for Night Lords text
- Misc. bug fixes

Sandbox: sandbox_ai_release_2.1

Full release notes are provided in the download files.

---------------------------------------------------------------------

This release is a mixed bag of bug fixes and a couple of small but impactful enhancements with changes to pinning rules.

Two new options have been added (if you choose to use them):
1. Allow infantry to only pin light units (no tanks, heavy walkers, etc).
2. Units can only pin enemy units in front of them.

For the first one, this means basic infantry units will no longer be able to walk up to a massive tank or dreadnought and prevent it from moving away. However, Heroes and leaders still retain their normal pinning abilities, this option only impacts the grunts of each faction. Also, zone of control for other purposes such as moving past an enemy or reactive fire remain unchanged.

This option is a bit experimental and still needs more playtesting. The option to turn it on and off is inside a config file that you will find directly in the CAMPAIGNS\SKIRMISH_SANDBOX_AI folder. On release it's set to "on", but will default off if you remove it. The options file is called tf_options.txt and saves all of the checkbox pre-battle options so you won't need to keep tweaking your preferences for each skirmish.

If you want to disable this option, open the file in a text editor and change this:
InfantryCanOnlyPinLightUnits 1
to:
InfantryCanOnlyPinLightUnits 0

For the second option, it can be directly toggled from a checkbox in the pre-battle screen ("Can Pin Only When Facing Enemy").

This new pinning option means a unit needs to be facing an enemy in order to pin and keep it pinned. If the unit pins an enemy and turns to engage with a different enemy, the first enemy will be free to move away. This opens up new tactics when you surround an enemy with multiple units or want to rescue one of your own units that's demoralized and yet can't run away.

Below are a couple of screenshots showing the new behavior. In the first set, the Swiftclaws are facing the Nob Boss and Nobz: Slugga, and has them both pinned. When the Swiftclaws turn to fight the Nob Boss, the Sluggas are no longer pinned and can move to a new position if they want.
swiftclaw_pin_example1.jpg
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swiftclaw_pin_example2.jpg
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Here is an example where you might be able to rescue a trapped unit. The Dreadnought on the left is pinned and just about toast. If the Venerable Dread on the right melee attacks the Deff Dred, the Deff will turn towards him and the Dreadnought on the left will be free to move away.
dreadnought_pin_example1.jpg
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Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 2.2

Enhancements:
- Allow for separate Night Lords only faction without Daemon allies
- Add Knight of Tzeentch to Night Lords faction
- Add Chaos Sorcerer Biomancer along with new abilities:
-- Weaken (50% reduction of damage on one enemy unit.)
-- Life Drain (Deal 100 HP damage. Regain half of damage dealt back as healing.)
-- Retaliatory Strike (Bio-energy strike - damages and stuns enemies around caster.)
-- Flesh To Steel (Double psyker's melee damage.)
-- Warp Speed (Double casters movement speed.)
-- Knit Wounds (Healing 100 HP for caster or friendly unit.)
- Swapped Helbrute twin-linked autocannon for twin-linked lascannon. Increased price from 400 to 500 points.
- Add Firing Deck rules to Rhino, Chimera and Battlewagon
- Land Raiders no longer give a movement point penalty for disembarking units
- Lower default turn limit from 12 to 8
- Misc. fixes

Sandbox: sandbox_ai_release_2.2

Full release notes are provided in the download files.

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The two biggest enhancements in this update are the addition of two units to Night Lords (which allows them now to be separated from Chaos Daemons), and a couple of changes to transports.

For the Night Lords, the Chaos Sorcerer Biomancer was added, giving hime 4 new abilities and 2 re-skins pulled from the existing pool. His abilities are translated from RAW with some adjustments. He costs 250 points but can be somewhat tricky to play. He offers support with his ability to heal himself and others, and does a good amount of damage in melee range, but he's not a tank so he can't just hang around and take a beating. One change from RAW is I opted to make his Life Drain a melee ability rather than ranged for consistency with other existing healing abilities, and it also compliments his movement (Warp Speed) and melee (Flesh to Steel) skills, but I'm open to changing this with further testing. Same with his healing; currently melee in this game but RAW is ranged. We'll see.
biomancer.jpg
biomancer.jpg (90.72 KiB) Viewed 3922 times
A change was made to the Helbrute to give him lascannons instead of the autocannon. His cost went from 400 to 500 points accordingly.

I also included the Chaos Knight of Tzeentch in with the NL, so this rounds out their army with a superheavy giant class and a single leader (the new biomancer). I still have plans to add more heroes and leaders, but with these two additions it seemed reasonable to break the Night Lords out into their own army. Now we can easily create a randomized army of pure NL if we want, plus they've been added to the "Unknown Enemy" pick list for a complete random matchup.

For the transports, I added in a variation of Firing Deck rules, or at least a flavor that's possible with Sanctus Reach. Unfortunately some types of weapon modifications are restricted within the game and either become a huge time sink to work around or are just not possible. So no actual deck firing from transports, but instead the potential damage is increased for the transport's weapons as the units load up. The damage increase depends on the unit, based on the number of men alive and their weapon type. So you'll need to pile 10 or 15 gretchin into a battlewagon to get the same benefit as 2 Flash Gitz. There is a different maximum bonus for each transport type, and the only transports that get a Firing Deck rule are the Rhino, Chimera and Battlewagon.

Here is a screenshot with the new line item boxed in red showing the bonus damage based on the current units riding inside (the 30 max for the transport size and 30 max damage are just coincidence and have no bearing on each other):
bonus_damage.jpg
bonus_damage.jpg (136.99 KiB) Viewed 3922 times
On the tabletop, the Land Raider has an assault ramp so I also updated it in SR so units have full movement after disembarking. I haven't played with this much, but it could make the Land Raider more attractive for some tactics.

Here you can see the marines that just unloaded have their full 20 points of movement available:
land_raider_no_move_penalty.jpg
land_raider_no_move_penalty.jpg (346.9 KiB) Viewed 3922 times
toadfather
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Posts: 65
Joined: Tue Jul 23, 2024 2:35 pm

Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 3.0

3.0
Enhancements:
- Revamped threat calculation, threat map and unit aggression based on potential threats and damage to allow units to use safer routes when pathfinding
- Added several conditionals to give AI units more data to evaluate their capabilities and the battlefield conditions (such as ranged units avoiding dangerous melee proximity, repositioning for better accuracy, moving out of toxic tiles, etc).
- Changed how units attempt to take objectives to prevent groups of units from clustering around an objective point or ignoring some objectives altogether.
- Added aggression options to the config file for each faction.
Fixes:
- Fixed passive unit AI bug introduced in 2.2.1

2.2.1
Fixes:
- Update AI:
-- Fix ranged units with no melee abilities will incorrectly close for a melee attack
-- Add path threat level consideration when deciding to attack with ranged weapon or closing in for melee
-- Improve path threat level consideration when deciding where to move and attack as a ranged unit
-- Add unit health consideration when deciding when to move to a new location
-- Improve weapon capability vs. target defense consideration when selecting a new target with a ranged unit
-- Greatly lower the likelyhood of the AI causing friendly fire from grenades
-- Remove the chance of the AI torching its own men with flamers.
-- Fix Night Lords AI does not make use of any grenade
- Update AI transports:
-- Incorrect AI unit size calculation during initial deployment stage
-- Incorrect AI Firing Deck calculation during initial deployment stage
-- When a transport has a Firing Deck:
-- leverage passenger firepower before unloading (fire first, then unload).
-- Unload units 1 at a time to stretch firepower advantage
- Misc:
-- Fix potential lockup when randomizing Night Lords army during force selection
-- Update Helbrute ATRating to align with lascannon change (influences AI)
-- Fix incorrect interpretation of abilities for some Night Lords units (Crack Shot applied instead of Stalker Sights, etc)
-- Fix Helbrutes cannot make use of stasis grenades


Sandbox: sandbox_release_3.0

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This originally was a bug fix release intended to address a few issues I noticed when playing against the Night Lords. After making several fixes I released version 2.2.1 but then had to immediately withdraw the release as I found a breaking bug that needed attention. When I dug into the fix, I decided to keep going and ended up making even broader changes. It's now all packaged up into 3.0.

The majority of the fixes are around the AI. A few of the specific changes:
AI units should no longer -
- eagerly run straight into reaction fire
- stand around in radiation (and similar) waiting to die
- run up to melee knights only to be stomped
- try to shoot at enemies under their minimum firing range (instead they'll reposition)
- hang around near dangerous melee units if they can't also melee.
- flame each other anymore or throw grenades into their own ranks (although Orks still can, apparently by design. I left Ork grenades alone for now, but other factions will not).

Overall there are several changes made to the flow of the code with the intention of making individual units position better and help decide their optimal attack method in battle.

One other revamp is how objectives (victory points) are treated by the AI. Units sometimes had a tendency to cluster and loiter around a VP and forget to fire at the enemy. This release addresses the aimless milling about, and makes them a little more willing to grab VPs instead of ignoring easy opportunities.

I'm out of time and didn't get done with everything I wanted to. Combat Teleporting still needs work, hunting objective markers can still be improved on, decisions about when and where to better use some abilities, so many little things - it's a decent sized list.

Not sure if I'll have time anymore to get to them or not, but I would like to see if I can add some of these changes to a global mod so it can be used in the campaigns. Some of it can't (because of how global mods work), and some of it shouldn't as it will likely break campaigns, but I would like to give it a try anyway.

One more thing. New "aggression" options have been added to the config file to allow tweaking of how willing the AI is to run into reaction fire or find a safer route. There are several factors that play into the decision, but these aggression options will change the floor to make the units more or less gung ho.

The range is from -100 to 100, normally defaulted to 0, but Orks and Daemons are set to 30 (for now, subject to more testing). Note that a value of -100 or 100 doesn't make them completely timid or reckless, but only more so.

From the config file:

--- Values for aggression are -100 to 100 ---
AggressionSpaceWolves 0
AggressionOrks 30
AggressionAstraMilitarum 0
AggressionDaemons 30
AggressionNightLords 0
toadfather
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Tue Jul 23, 2024 2:35 pm

Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 3.1

3.1
Enhancements:
- Add AI Buff config option for Accuracy, Combat Skill and Damage
Fixes:
- Update AI:
--Adjust threat scale to avoid saturating the high threat index
--Re-add unit blocking LOS when testing threat
--Increase effective value of faction aggression option
- Decrease Night Lords Aura of Terror cost by 10 and Stealth by 5
- Prevent potentially overwriting existing config options when installing mod
- Fix incorrect range description for Lord of Skulls Hades Gatling Gun. Was Cone-4, now Range 10.
- Limit number of gretchin added to a randomized force relative to max army points

Sandbox: sandbox_ai_release_3.1

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A small patch that tunes the AI a bit more and fixes a few minor issues.

This patch also adds a pre-battle config option that allows you to give an Accuracy and Damage buff (or debuff) to the AI. This is intended to provide the AI with a little more bite and add to its challenge level without feeling obviously unfair. With this in place you can hopefully dial in the difficulty settings to your liking.

This means there are two combined ways to change the difficulty now; through the existing difficulty selector or with the new "Enemy Buff Level" option when you are in the pre-battle screen. The screenshot below shows the difficulty set to Veteran and Enemy Buff Level set to 2.
difficulty_levels.jpg
difficulty_levels.jpg (283.99 KiB) Viewed 3693 times
To clarify, at the top, the difficulty settings are:
* Initiate: All of your units get 2x HP
* Veteran: All stats are equal between you and the AI
* Grim Darkness: Stats are equal, but the AI will get reinforcements midway through the battle.

To dial it in further, the Enemy Buff Level will give a 10% Accuracy, +10% Combat Skill and +5 Damage bonus to the AI for each level you assign (max level +/-5). The default is set to level 2, meaning +20% Accuracy, +20% Combat Skll and +10 Damage. You can also give the AI a debuff if you want. Probably not useful in a normal game but it might be used to help balance out a particular challenge you want to play out. For additional adjustments you can also manually give yourself more or less force points than the AI.

Generally the easiest scenario is when you defend against the AI (playing a "Player Defends" map) as the AI needs to advance into your positions to take VPs, so you may want to make the difficulty harder for yourself in that case.

Obviously army composition, initial positioning and map type also all factor into how challenging a battle can be. To each his own and there are many different approaches, but as an example, often times I play at the Veteran difficulty, choose the scenario type with center objectives and set the AI buff to 2 or 3. Then choose an army, randomize units for both sides and make do with whatever units I get.
toadfather
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Tue Jul 23, 2024 2:35 pm

Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 3.1.1

Fixes:
- Update AI:
-- Fix in certain situations units will incorrectly move through high threat areas attempting to reach a VP
-- Fix units trying to move towards VP while pinned instead of attacking enemy that is pinning them
-- Fix units sometimes only move towards VP without firing at targets
-- Fix units sometimes will not move or fire at all if they can't reach VP
-- Fix units needlessly move between two tiles before attacking
-- Fix potential routing to a tile with a unit already on it
-- Fix incorrect pinning check that prevented units from using a valid route
-- Lower the limit of move failures when routing to avoid needless looping
-- Fix AI could go into a loop repeatedly trying to withdraw to the same tile with another unit already on it.
-- Fix AI units sometimes could position themselves closer than minimum effective range for their weapon when attacking
-- Fix reaction threat LOS was incorrect in some situations
-- Fix melee units sometimes combined prioritizing enemy units and VPs in the same attack, making their behavior indecisive
-- Improve unit maneuvering through and around hazardous tiles
-- Bolster melee and flamer aggression to encourage them to close on the enemy
-- Improve threat level calculation to take better account of abilities and special ammo
-- Fix route threat calculation to ignore starting tile
-- Allow for new target selection when in certain situations units could not move towards or sometimes not be able to attack their preferred target.
- Update Talent for Murder:
-- include unit bulk towards man count when calculating outnumbered units
-- now also impacts very low morale (< 26) units automatically

Sandbox: sandbox_ai_release_3.1.1

---------------------------------------------------------------------

More AI updates. Many of these fixes are situational, but everything taken together is adding up to noticeable improvements to the AI performance.

Also updated Talent For Murder to borrow ideas from the table top.

Still more to come.
toadfather
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Tue Jul 23, 2024 2:35 pm

Re: Sandbox Skirmish - Player vs. AI campaign

Post by toadfather »

Updated to version 3.2

3.2
Enhancements:
- Add Chaos Lord to Night Lords faction
- Add Machine Spirit and Eternal Warrior abilities to Space Wolves and Night Lords
-- Upgraded Land Raiders begin with Machine Spirit ability
-- All Space Marine tanks may gain Machine Spirit when they level up
- Encourage Ork and Daemon horde behavior by allowing some melee units to ignore threat when routing to attack
Fixes:
- Fix tooltip text missing for Ork ability Fightin' Juice
- Fix morale check missing for Talent For Murder
- Update "Flyer" ability icon
- Double Grenadier Gauntlet and Grenade Launcher damage (was 10, now 20). Impacts Bullgryn and Guardsmen.
- Add Firing Deck to Upgraded Battle Wagon: Supa-Kannon
- Change AI priority accordingly if a target is weakened or stunned, or does double damage
- Fix AI priority math to properly handle negative numbers
- Fix AI can load Dreadnoughts into Rhinos
- Address combat teleporter issue where units will sometimes clip back to their pre-teleport starting position
- Fix sometimes AI will find a valid route, then fail when trying to actually move

Sandbox: sandbox_ai_release_3.2

---------------------------------------------------------------------

This patch brings a new Chaos Lord hero to the Night Lords. All of his abilities are passive, and he makes a strong melee unit. His new abilities are:

1. Master Crafted Weapons - increased weapon stats
2. Nightlord Mantle - +12 Movement, 50% energy field, cannot be pinned
3. Field of Blood - after destroying an enemy unit, non-hero infantry enemy units within 4 tiles get filled with dread and lose a turn
4. Chosen of Nostramo - +20 Combat Skill, +20 Melee Attack Damage, +1 Strike per melee attack
5. Eternal Warrior - 50% chance to stay alive once reduced to zero HP. Heals 1/3 HP after activation.
6. Ave Dominus Nox! - +50 morale to nearby units

With this patch both Eternal Warrior and Machine Spirit have been implemented. The only unit to start with Machine Spirit is the Upgraded Land Raider. Machine Spirit has a 50% chance of activation when the Land Raider is destroyed, and will regain 1/3 of it's hit points. This will only work one time before it will be destroyed normally. Hopefully this should make it a more interesting unit and comes with no cost increase.

All other Space Marine tanks may gain the upgrade as part of the normal leveling process.

Only the new Chaos Lord has Eternal Warrior ability (for now) and works in a similar fashion as Machine Spirit, except it can be activated multiple times (50% chance).

Grenade Launchers for Bullgryn and Guardsmen gained a buff to make them more useful.

Otherwise there are a couple more AI fixes and other minor tweaks.
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