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Re: HaloWars Skrimish Automatic Difficulty info
By:FyreWulff
Date: 4/10/13 5:49 pm
In Response To: HaloWars Skrimish Automatic Difficulty info (kornman00)

: 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.

Are those settings above the skulls? I imagine the skull only gives us 200% supplies, so a 233% HLAI is still faster..


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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