Generally, under both T&H and CA, the AI preformed the same - captured everything around it and expanded quickly outward. When I came and overtook his LPs, he would react accordingly although under HARD setting he would attack more frequently. Under both skills, he did push me back here and there but not by much. When I captured the required 66%+ of either the Critical or StratPoints (depending on the winning condition), the HARD AI would still attack more often provided it had built up enough troops. On Harder, it attacked less frequently BUT with a much larger force.
I understand what is going on and why the AI can easily get pushed back. The main differences between HARD and HARDER/INSANE is in the lines:
buildbasestrategy.ai - HARD (Ork side used)
--percentage of opponents army to build up to max_army_percentage = 0.9, --attack rating needs to be greater than this prorated to attack attack_rating = 300,Whereas under HARDER/INSANE the AI takes longer to get a much larger force which is then used to strike. The problem is the AI needs to understand that when an opponent captures 66%+ of the LPS/Critical Locations and the countdown starts it needs to set a new priority schedule -> ATTACK WITH EVERYTHING or build troops/vehicles quick and rush rush rush! Then once it takes a point and the opponent's countdown is off, it can hold the area, continue to buildup, then assault again. Further, having a lower attack_rating makes the AI attack far more frequently as noted in the different skillsets (Standard AI has a -1500 attack_rating so it keeps sending units). Its strange to note the Orks have a 300 attack_rating while the others have between 100-200 hence the reason they attack more often. Nevertheless, the Ork AI under HARD attacked quite often.
I'm sure this can be scripted to ensure the AI is competitive so if any opponent has a certain percentage of the Critical points/LPs it will go all-out in a "do-or-die" mentality and attempt to take it. Perhaps a new attack_rating should be made just for T&H and CA winning conditions where all AIs get a lower attack_rating so they are more apt to attack rather than waste valuable moments building up to their target assault size then unleashing it.
Comments for the team?