I've spend the few months or so tweaking npc_heroes.txt to get better performance out of the bots. A lot of other users on this forum have contributed to this file, including Anubis, Arxos, assteepee, cinephile, Drkirby, and DarkLite.
This file is an updated item and skill build list for the bots, based on feedback I've gotten in this thread.
Last updated 9/4/2014 - added new bot builds!
npc_heroes.txt
Note that this has not yet been updated for 6.82.
As of 9/28/2014, it seems like others have come up with bot builds that are slightly better than mine. Please see e.g. here:
http://dev.dota2.com/showthread.php?...25#post1152025
To use it, simply place the file into your dota 2\dota\scripts\npc folder, for example:
C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\scripts\npc
Then, launch the game with -override_vpk
Bot item build issues:
*I'd like a dynamic item build system - listed under each bot would be stuff like "mek_priority", "pipe_priority", and a couple of optional fields for "counter_item" where you could tell the bots to build e.g. force staff vs. ursa. I'd also like different builds based on whether their team is winning or losing the game.
*Bots don't buy wards at the start of the game.
*Bots need to sell the cheapest non-boot item in their inventory when they run out of space, and buy boots of travel before their last item when they become 5-slotted.
General bot issues:
*Carry bots do not get nearly enough CS, and, interestingly enough, will skip teamfights to farm.
*Bot's won't cancel TPs or inturrupt their own channeled skills (e.g. Lion will let you right click him down while he mana drains a creep).
*Bots will dust anything, even individual spiderlings (lol).
*Be more aware of DOT. If bots treated DOT as "I just took 3/4 of the total damage I will take" instead of "I just took a tiny of of damage", they'd be a lot less prone to dying. This is what makes Viper, Huskar, QoP, Veno, and any other DOT hero ball out of control against the bots - they just don't understand that they're going to be taking a lot more damage in the next 2 seconds, and will commit to a fight.
*Play more defensively when enemies are MIA. Bots don't understand gankers at all. A quick and dirty fix would be to change "AggressionFactor" to "0.8" any time a hero is missing. In the long run, I'd like a better solution, since junglers or AFK players will cause issues with this.
*Fix the bot's understanding of split pushing. Send 1 or 2 people back to defend when needed, not everyone, and certainly not no one.
*Fix the bot's understanding of nukes. This one is probably the hardest for me to come up with a simple solution to. The issue is that they don't take take nukes into account when deciding whether to commit or retreat. If they know that there are 3 nukers in lane against them, that can kill them if chained, they need to play more passively, or possibly even retreat.
*There are hundreds more of these which have been reported over and over again on the dev forum and aren't worth listing here.
Hero specific issues which I can't fix:
*Zeus is great if he gets a good early start, but still feeds if kept down. Ult usage is not great.
*Sand King is beyond help.
*Kunkka needs to learn to use Shadow Blade to initiate. Doesn't chain X and torrent properly.
*Skeleton King is an underpowered semi-carry.
*Luna's ult usage is terrible
*Jakrio doesn't use Liquid Fire
This file is an updated item and skill build list for the bots, based on feedback I've gotten in this thread.
Last updated 9/4/2014 - added new bot builds!
npc_heroes.txt
Note that this has not yet been updated for 6.82.
As of 9/28/2014, it seems like others have come up with bot builds that are slightly better than mine. Please see e.g. here:
http://dev.dota2.com/showthread.php?...25#post1152025
To use it, simply place the file into your dota 2\dota\scripts\npc folder, for example:
C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\scripts\npc
Then, launch the game with -override_vpk
Bot item build issues:
*I'd like a dynamic item build system - listed under each bot would be stuff like "mek_priority", "pipe_priority", and a couple of optional fields for "counter_item" where you could tell the bots to build e.g. force staff vs. ursa. I'd also like different builds based on whether their team is winning or losing the game.
*Bots don't buy wards at the start of the game.
*Bots need to sell the cheapest non-boot item in their inventory when they run out of space, and buy boots of travel before their last item when they become 5-slotted.
General bot issues:
*Carry bots do not get nearly enough CS, and, interestingly enough, will skip teamfights to farm.
*Bot's won't cancel TPs or inturrupt their own channeled skills (e.g. Lion will let you right click him down while he mana drains a creep).
*Bots will dust anything, even individual spiderlings (lol).
*Be more aware of DOT. If bots treated DOT as "I just took 3/4 of the total damage I will take" instead of "I just took a tiny of of damage", they'd be a lot less prone to dying. This is what makes Viper, Huskar, QoP, Veno, and any other DOT hero ball out of control against the bots - they just don't understand that they're going to be taking a lot more damage in the next 2 seconds, and will commit to a fight.
*Play more defensively when enemies are MIA. Bots don't understand gankers at all. A quick and dirty fix would be to change "AggressionFactor" to "0.8" any time a hero is missing. In the long run, I'd like a better solution, since junglers or AFK players will cause issues with this.
*Fix the bot's understanding of split pushing. Send 1 or 2 people back to defend when needed, not everyone, and certainly not no one.
*Fix the bot's understanding of nukes. This one is probably the hardest for me to come up with a simple solution to. The issue is that they don't take take nukes into account when deciding whether to commit or retreat. If they know that there are 3 nukers in lane against them, that can kill them if chained, they need to play more passively, or possibly even retreat.
*There are hundreds more of these which have been reported over and over again on the dev forum and aren't worth listing here.
Hero specific issues which I can't fix:
*Zeus is great if he gets a good early start, but still feeds if kept down. Ult usage is not great.
*Sand King is beyond help.
*Kunkka needs to learn to use Shadow Blade to initiate. Doesn't chain X and torrent properly.
*Skeleton King is an underpowered semi-carry.
*Luna's ult usage is terrible
*Jakrio doesn't use Liquid Fire
Comment