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HaloWars Skrimish Automatic Difficulty info
Date: 4/7/13 2:10 am

Earlier this week when I was asked how part of the game scoring worked in MP games. While I was tracking down this code I also came across the code which determines how much of a +/- you get towards your "Automatic" difficulty in the Skrimish game mode (which sadly can only be played with/against AI).

Guess what? It's entirely seeded by your total resources. You could throw and lose the entire North Korean Army at the AI, netting a horrible combat efficiency and probably total score in comparison, but just so long as your total resources were greater than the other AI (or AI team), you're gravy.

I started out with my Automatic rating at 139 yesterday morning before putting this to the test. After two games I was at 149 (went up 5 levels each). Before I figured out the calculation behind this I was only going up by one every game (but I also didn't rush the AI)

I figured out how to essentially mine or grind the maximum Auto adjustment in the least amount of hands-on time. I fight a Cutter with a Brute on Bloodgulch, rush him with Banshees, then when I've taken all the expansion bases, destroyed all of his army, and left him down to one base with no buildings (usually ~20mins), I'm able to park my Brute right behind his base in such a way that the Brute will hammer the building he tries to build, but won't attack the base when he takes out said building. I then can walk away from my Xbox and wait until my resource counter gets up to the maximum display value of 99999 (albeit, you still gain resources) before taking out his base.

In one game it appeared I even made him go broke before I got to 99999 heh. The sad thing is that the game doesn't count the buildings 'being built' that you destroy towards your "Buildings Destroyed". But you still gain the underlying points for it (10pts).

The max automatic difficulty level is 200 (which is actually just the raw multiplier, so 2.0).

Some AI Difficulty Setting highlights:
Economy Multiplier - On legendary (1.0), AI gets 133% normal supplies. On hyper-legendary (2.0), AI gets 233% normal supplies
Death Match build\train Multiplier - On legendary (1.0), AI gets 50% boost. On hyper-legendary (2.0), AI gets 140% boost
Damage Given - On legendary (1.0), AI gets 33% boost. On hyper-legendary (2.0), AI gets 133% boost
Damage Taken - On legendary (1.0), AI takes 75% normal damage. On hyper-legendary (2.0), AI takes 40% normal damage

Getting to level 200 is just a matter of patience as none of the setting multipliers change from 1.0 to 2.0.

Welp, I've figured out and done everything that is humanly possible with this game. Where's my bad motor fingering sequel? I'm far beyond "Ready for the Sequel". I'm...Hyper-Ready.

Messages In This Thread

HaloWars Skrimish Automatic Difficulty infokornman004/7/13 2:10 am
     Re: HaloWars Skrimish Automatic Difficulty infoArithmomaniac4/8/13 2:30 pm
           Re: HaloWars Skrimish Automatic Difficulty infokornman004/8/13 5:04 pm
                 Re: HaloWars Skrimish Automatic Difficulty infogoCHIEFgo4/9/13 6:59 am
                       Re: HaloWars Skrimish Automatic Difficulty infokornman004/9/13 8:27 am
                             Re: HaloWars Skrimish Automatic Difficulty infogoCHIEFgo4/9/13 9:56 pm
                                   Re: HaloWars Skrimish Automatic Difficulty infokornman004/10/13 9:34 am
     Re: HaloWars Skrimish Automatic Difficulty infoFyreWulff4/10/13 5:49 pm
           Re: HaloWars Skrimish Automatic Difficulty infokornman004/11/13 8:36 am

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