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> DotA Allstars 6.51 AI+ 1.52, Port of RGB's AI+ for 6.48b (Revision 3)
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BuffMePlz
post Feb 27 2008, 04:40 PM
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This is a port of RGB's AI+ v1.52 (originally written for DotA Allstars 6.48b).

It behaves the same as the original AI, and has only been updated to account for balance changes, new item recipes, and most new features. As such, some new content does not work fully with the AI yet.

THERE IS NO AI FOR LIFESTEALER AND INVOKER. THEY WILL GET BASIC ITEMS AND WILL NEITHER USE NOR LEARN THEIR SKILLS.

Known bugs with AI:
-Sand King doesn't use Epicenter
-Lanaya crashes the game

Some commands have yet to be implemented properly:
-ah
-afk
-kickafk

Additionally, I have added a Fun Tavern in the lower right corner for kicks. Currently includes six legacy heroes (possibly more in the future): Old Invoker (6.12b), Old Lifestealer (6.48b), Old Silencer (6.12b), Gambler (6.06), Old Morphling (5.84b), and Old Stealth Assassin (5,84b).

To access the fun tavern, type -fun within the first 15 seconds of the game.

Changelog:
Rev. 3
======
-Fixed bug with Voodoo Restoration not costing mana to use
-Fixed speed and stun times on Paralyzing Casks to be the same as in 6.51 and on
-Fixed Silencer dropping his inventory (hopefully)
-Changed the way gold is distributed to Normal AI so that they get the proper amount
-Implemented a temporary fix for Luna using Eclipse (for AI, it behaves like Eclipse in 6.48b)
-Removed N'aix from showing up taverns in -ai and -aa modes
-Added Old Morphling (5.84b) to Fun Tavern
-Added Old Stealth Assassin (5.84b) to Fun Tavern
-Added Normal Gold AI mode -normgold or -ng
-Restored 6.51 pathmap, hopefully this will help with creep pathing issues

Rev. 02
=======
-Fixed bug with Crystal Maiden and Aghanim's Scepter
-Fixed bug with Invoker swap
-Fixed spell effect on Split Earth
-Gold is now properly distributed in -em mode
-Implemented -apm
-Implemented -swapall
-Updated -roll to show the range
-Updated -cs to show neutrals killed
-AI should now properly use Eul's
-AI should now properly get Lothar's

Rev. 01
=======
-First update to 6.51

Enjoy.

Original post is as follows:

After spending about 14 hours programming last night, I think the first revision for this port is finally done. As far as I know, all of the new hero/item content is in and works fine for both humans and AI (yes, AI Visage and Drow and PA get their new abilities and they work). New item recipes work as expected, and AI has been modified to get the proper items in order to build them (Eul's, Guinsoo's, Battle Fury).

Fun tavern is still in, though it looks different. Deal with it. Currently contains Old Invoker, Old Lifestealer, Old Silencer, and Gambler. Maybe adding more later, they actually don't increase map size as much as everybody thinks they do (except for Gambler, since he has his own special buttons that I needed to add).

Assists work, singledraft works, -clear and -courier work, new creep camps work, bottles work, Invoker works...things work. Most of them, anyway.

Things that DON'T work:
-ah (why would you be hacking on an AI map anyway?)
-apm
-afk
-kickafk
-swapall (will do this one later, I don't feel like it right now)

Some bugs that were addressed with Last Word going off on various spells have not been addressed yet as of this revision. I'll do it later.

New Impale code works fine, but I haven't addressed the issues with new Impale + Omnislash/Voodoo Restoration. Also to be done later.

Eclipse still ministuns. I'll address that later. It does properly level up with Lucent Beam now though.

I haven't disabled -unstuck, since I find it to be useful.

I've changed the hero selection code a bit so (in theory) the AI should never pick Lanaya, Nai'x, or Kael. You can, of course, force the AI to pick these heroes but they won't do anything and will probably be easy to kill. Except for Lanaya, who will probably kill your game. Note that this is only for modes in which the computer picks, so using -ar or -tr may still cause them to pick these heroes.

Post bug reports here. I probably won't be doing anything on this map for at least another two weeks after my programming splurge, so hopefully this should be good enough for a while. Unless somebody finds something COMPLETELY gamebreaking...in which case then I might do something about it sooner.

Will fix aforementioned bugs in Revision 2, along with whatever you guys report. Might add Old Morphling to Fun Tavern, or whoever else people might want to see. But not all the old heroes, that's ridiculous and will take more time than I have ever. =P

Enjoy.


This post has been edited by BuffMePlz: Jun 9 2008, 04:15 AM


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Attached File  DotA_Allstars_6.51_AIplus_1.52_Revision_03.zip ( 2.73mb ) Number of downloads: 204187
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hiiro
post Feb 27 2008, 04:51 PM
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In before others, will be testing this map thanks for the port I just wish you would try some AI modification for the new Naix if thats even possible.

Currently playing and will give you feedback after my game.

Edit: just finished the game looks like everything is running fine btw I have attached my replay of the game if anyone wants to see. Hope to see a Naix like this in a future AI.

Thanks for all your hard work on porting this.

This post has been edited by hiiro: Feb 27 2008, 05:39 PM


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Attached File  1v3_insane_apnp.w3g ( 161.33k ) Number of downloads: 2949
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kevs_12
post Feb 27 2008, 05:00 PM
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thank you very much for the hard word in porting the ai map... more power to you
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yihan_4
post Feb 27 2008, 05:04 PM
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Nice map, thanks alot. i will play the map when i free, and then try to find some bugs and the hero who will crash the game. Thank You, BuffMePlz.

This post has been edited by yihan_4: Feb 27 2008, 05:06 PM
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Overflow_GR
post Feb 27 2008, 05:10 PM
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blink.gif That was faster than expected! Thanks a lot dude, off to test stuff! biggrin.gif

Edit: Found a little bug. In -rd, the bots do not pick within 20 seconds, so they random their heroes. The problem is that they can random Lanaya (it just happened on the very first game tongue.gif). And the bots still go to the lane on the 4th minute. sad.gif

This post has been edited by Overflow_GR: Feb 27 2008, 05:23 PM
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china_white
post Feb 27 2008, 05:46 PM
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Nice, good work.
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Banop
post Feb 27 2008, 05:53 PM
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Amazing, got to test this one. Thanks.
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buckhum55
post Feb 27 2008, 06:05 PM
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Excellent excellent!

also, is there a way to control enemy AI or stop them from massing necronomicons? (very annoying) tongue.gif
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Overflow_GR
post Feb 27 2008, 06:19 PM
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^ Nope, unfortunately. tongue.gif

It's amazing that so much of the new stuff works on the 1st Revision already, GREAT work! tup.gif

Add to your "Things that don't work" that -cs doesn't show neutral kills.

On the first game I played, I noticed that the enemy Sand King didn't use his Burrowstrike-Epicenter combo at all. Instead, he spammed Burrowstrike on every chance. Since it was just one game I can't be sure, but maybe the recoding messed it up. My point is, keep an eye out for Impale heroes and their behavior.
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MaxyZ
post Feb 27 2008, 06:19 PM
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Thanks a lot! ;D
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mincodomingo
post Feb 27 2008, 06:22 PM
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nice hahaha time to practice invoker wooohooo!!!! good job il be testing this one too!
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gereph
post Feb 27 2008, 06:28 PM
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Thanks a lot. You are now my hero for the balance of the week tongue.gif . But seriously thanks.
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reiluke
post Feb 27 2008, 06:53 PM
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wow you work fast! thanks very much
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Overflow_GR
post Feb 27 2008, 06:59 PM
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Ok, first notable bug found. Scepter doesn't work for Maiden, the damage stays the same. It was supposed to be fixed in 6.50.

I guess you're not interested in small stuff like moonwells not getting filled at night time or -roll not showing the range.
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MyKy44
post Feb 27 2008, 07:19 PM
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Thanks dude! Appreciate the hard work. been following your 'work' for quite a while now. Still waiting/hoping for inclusion of old Medusa in Fun tavern ^^
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BuffMePlz
post Feb 27 2008, 07:51 PM
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QUOTE(Overflow_GR @ Feb 27 2008, 09:59 PM) *

Ok, first notable bug found. Scepter doesn't work for Maiden, the damage stays the same. It was supposed to be fixed in 6.50.

I guess you're not interested in small stuff like moonwells not getting filled at night time or -roll not showing the range.

Ah, right you are. I've fixed it on my script on my computer, I'll be sure to add that in the second revision.

The Moon Wells better fill up, I programmed them to. =P They fill up slowly during the night, so you may have to wait a while before they appear filled.

I'm planning to do the -roll thing and adding the neutrals field to -cs in the next revision. I'm probably not going to touch the -rd thing until later (it's pretty low on my priority list right now).

Thanks.
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Efron
post Feb 27 2008, 08:05 PM
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Thanks a lot for this map! I'll report bugs, if any.
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Bruce Banner
post Feb 27 2008, 08:11 PM
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awesome thanks man!
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fumakiller
post Feb 27 2008, 08:29 PM
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thx for the map..
i will report if i found any bug
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holy-vash
post Feb 27 2008, 09:08 PM
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Wonderful!! Thx for the hard work biggrin.gif
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