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AI problems, comments, suggestions.


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#1 FS-21

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Posted 28 July 2005 - 11:06 AM

I forgot ask about the GDI lightly modified AI from the last 0.99b2 update :mellow:

Continue the GDI AI being a "pacifist" side like the 0.99b1 or now is less?
Other comments on AI with other sides, report AI cheats, suggestions are allowed here to be discussed ;)

Edited by FS-21, 28 July 2005 - 11:06 AM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#2 Guest_Dr. Leo_*

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Posted 29 July 2005 - 05:16 PM

First of all, I have to say that I'm very impressed with the AI. They come at you early and keep the pressure going throughout the game. I've noticed that skirmish games last a lot longer because of the better AI.

I wish that the GDI side attacked more, because if they don't, all you have to do is build up lots of planes and take out their base.

I can't think of anything else, and I know that you already know about the 'harvesters getting stuck' problem.

#3 Crazy Carl

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Posted 29 July 2005 - 06:20 PM

The nod side does attack very early also, and I find them sometimes hard to stop. Usually I employ the use of Viceroids. Those cyborgs are tough boy.

#4 FS-21

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Posted 30 July 2005 - 02:02 PM

I wish that the GDI side attacked more, because if they don't, all you have to do is build up lots of planes and take out their base.

I can't think of anything else, and I know that you already know about the 'harvesters getting stuck' problem.

<{POST_SNAPBACK}>

But can you compare how attacked in the first 0.99b1 version & the 0.99b2, more agressive or equal... etc

The harvesters will be revised.

The nod side does attack very early also, and I find them sometimes hard to stop.  Usually I employ the use of Viceroids.  Those cyborgs are tough boy.

<{POST_SNAPBACK}>

& the early AI attacks by Nod isn't a good feature to this side? :D

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#5 The Defender

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Posted 31 July 2005 - 02:34 PM

I believe the dumb harvesters can never truely be fixed as it is in ALL the games and the TS AI is a bit crap anyway - all I remember is being hit by SWs then nothing and their bases were easy to destroy (I think that is pattern through whole series?) - the BEST "AI" cannot be created and is the most challenging due to its ability to adapt - it is the mind
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#6 Guest_Guest_*

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Posted 01 August 2005 - 05:38 AM

But can you compare how attacked in the first 0.99b1 version & the 0.99b2, more agressive or equal... etc

The harvesters will be revised.


I honestly can't remember that well, but the GDI AI did attack a wee bit more in 0.99b2. I have an exam on Thursday, after that, I'll be able to get back to playing this incredible mod and test GDI more.

#7 The Defender

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Posted 02 August 2005 - 11:40 PM

As soon as I get home my 1st priority is to get this mod and test it over and over til it is "perfect" but of course perfection is in eye of beholder
Kane lives through death
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#8 Guest_Dr. Leo_*

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Posted 09 August 2005 - 01:42 AM

The GDI AI does attack a little more than in 0.99b1. I've noticed that there's a point in the game where Nod and GDI sides will almost stop attacking. At the same time you'll usually notice that they only have one harvester out there. Can these two sides not build new harvesters? Then when you destroy its last harvester and refinery, it builds a Soviet or Allied refinery and starts playing like normal again. I've destroyed the harvesters and refineries of my own AI allies just to get them playing like normal again. Meanwhile, Soviet and Allied sides keep attacking normally throughout the whole game. I've had games where the computer was beating the pants off me until it stopped attacking and let me rebuild and win.

So anyway, the point of this post is that firstly GDI does attack a bit more, but it needs to attack way more like the Nod side does, and lastly it is fun to play against Nod because they attack early and hard, but that fun diminishes when they just stop.

#9 Guest_Dr. Leo_*

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Posted 18 August 2005 - 03:42 PM

I've been playing a lot of longer skirmish games recently and wanted to add some mostly positive comments about the AI.

Compared to YR, they attack much earlier and harder. The ground and air attack is impressive.

Soviets, Allied: Very dangerous and fun to play against. No more sending 4 Grizzlies at you. I counted 6 prisms, 4 mirages, and 8 grizzlies in one rush. Allied air attack will deplete your harvesters, while the Soviet mig's target war factories and mcv's, making them a bit more dangerous.

Nod: The most impressive changes were made with Nod. I was most impressed with the way your Nod AI partner will attack before being attacked itself. I didn't think that this was possible. Congratulations on this accomplishment! Maybe all the sides could do this?

So to sum up, the expanded AI is amazing. In fact, Reloaded is almost like two mods in one: adding the TS sides, and having a great AI. I can't stop playing this game and will definitely have to watch myself when school hits in September.

#10 Guest_Spikey00_*

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Posted 24 January 2006 - 07:45 PM

Besides all the other comments, maybe the AI should have more of a variety of attacks? :p

#11 FS-21

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Posted 25 January 2006 - 03:46 PM

AI is always a feature that always should to be improved to me. When I finish my exams I would like touch things :-)

Edited by FS-21, 25 January 2006 - 03:47 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#12 Guest_Guest_*

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Posted 28 April 2006 - 11:53 PM

AI is always a feature that always should to be improved to me. When I finish my exams I would like touch things :-)


xD School before work... Good! ;DD btw GL on yur examz (if yu haven't already done them before April O_o)

#13 Spikey00

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Posted 29 April 2006 - 12:14 AM

AI is always a feature that always should to be improved to me. When I finish my exams I would like touch things :-)


xD School before work... Good! ;DD btw GL on yur examz (if yu haven't already done them before April O_o)


oh btw thats me O_o

#14 Medusa

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Posted 19 December 2006 - 01:05 AM

This should be moved into another section...

Been reading your updates about v.99Beta3, I just got a few suggestions. First of all, you talked about the

altered TS aircraft properties, such as the Harpy, Orca fighter, and Banshee so they can go air to air, one

thing about this AACombat thing is that they do not require the Fighter=yes tag to work, although they are a

lot more ineffective than those who have. Flightlevel is the main issue to this helicopter dogfighting thing,

to get this to work completely bug free with aircrafts with Fighter=no, first lower the desired aircraft's

FlightLevel= from 1500 to 600, for the APACHE, give it a AirRangeBonus= of 4, remove the HornetCollision

as the secondary weapon as it'll be perferred over the HarpyClaw weapon, go to the [HarpyClaw] weapon

and change the Projectile= from Invisible to Invisible2, the original aa projectile. For the full TS effect,

change the PitchSpeed= from .9 to .16 and PitchAngle= from 0 to 20. The same goes for the Orca fighter,

change the Ammo= to 5 and give it the old Hellfire weapon, make an elite weapon for it too, keep the

PitchSpeed=.16, keep Fighter=yes.

Sorry for peeking in your rulesmd.ini but I thought I could improve something. And I can't seem to find the

Beta 3 for download... :thumbsupsmiley:

Edited by Medusa, 20 December 2006 - 11:29 PM.

They shall perish...

#15 Black Rose

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Posted 31 December 2006 - 07:30 PM

the only problem that i've noticed is that i can't build a second naval yard or a different side,
and in battle mode there are no basic or adv. tanks just nod bikes gatt.s and ifv,s





"MOD TESTER waiting for a MOD to TEST."

Edited by Black Rose, 31 December 2006 - 07:32 PM.





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