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Master Thudo on the AI for CNC3.


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#121 thudo

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Posted 05 April 2007 - 06:09 PM

Thanks Prophet but I've been doing that for a week now. :( Not really a solution. Too bad C&C3 currently isn't AI-friendly or highly scriptable as Dawn of War: Dark Crusade. In DC, its super-easy to get all AIs on all maps without any major configuration.

Still.. we need C&C3 WB Tools to get moving on editing the game. Can hardly wait. Hearing it should happen between now and Apr 15th! :D
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#122 mrchris

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Posted 06 April 2007 - 02:45 AM

No but wait.. your game condition was FFA. This is a simply 1+1 and NOT 1vs1. Try it.. its seems VERY peculiar to have the game allow this. Doesn't make any sense to have an all ally game does it?


Normally, I play team games but not FFA very often.

#123 thudo

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Posted 06 April 2007 - 08:08 PM

Btw, found out to remove that super-annoying EA logo at gamestart. Just download FinalBig from C&Cfilefront website, go to the \movies\1.0\movies.big file and remove the 2 associated ealogo files. I would make a backup of the movies.big file.

Seems real silly EA forces the user to see that each time. COME ON PEOPLE! This is the new millenium! We're the INSTANT GRATIFICATION generation. We wanted perfection last week! GET WITH IT! :p

Anyway.. C&C3 is getting to me.. its.. well.. boring..

I love playing as both GDI and Nod (Nod especially as I love the theme of Kane's faction and I've always loved the POWER OF THE OBELISK but thats just little filthy me :D ) but can this game NOT be just about spamming Tier4 ubers and who gets to the Superweapon first wins?

I mean I get to Avatars so fast now and I can just build 5-8 of em and thats it. My friend builds the same in Mammies and bahhhhh..

I soooooooo need to enhance this Skirmish AI. We played on Hard-Balanced and it was challenging up until we secured our bases of "defenseive holes" then moves north to royally BUTT KICK! I never get a chance to fire the Nuke kuzz the enemy is dead before the countdown. Bahhhh! :D

Anyway.. hope EA can rebalance ALOT of this game.

- Lessen Tank Spam
- Make infantry more effective
- Drop Nod's Avatar price a little as Mammies are waayyy too cheap for what you get
- Avatar should have a better way to upgrade to those weapons - sacrificing its own units seems silly
- Scrin's Hero unit is so much better than the Nod/GDI's eqivalent but I digress ;)
- Tweak their AI a little as noted in my recommendations
- Two words: World Builder!
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#124 Phil

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Posted 06 April 2007 - 08:19 PM

I just noticed another strange thing... whenever I play with an AI ally against a team of two other AIs, those seem to attack my fellow AI more than me.

I've just played a match with Scrin(me) + Scrin(Hard Steamroller) vs. Nod(Hard Balanced) + Nod (Hard Balanced, 10% Handicap). My fellow invader got kinda pwnd as both enemies sent 90% of their forces exclusively against him. I was able to defend my base with only two Storm Columns!

I wonder if this just happened accidentially (had a similar situation before though), or if AIs tend to attack other AIs more than human players. If so then it seems pretty pointless to me, as you want the human player to be under some pressure, not the other AIs...

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#125 thudo

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Posted 06 April 2007 - 09:34 PM

Hmm.. will have to test for that in our next game. We usually play 6player maps and "ramp up" the AI difficulty overtime. We never use handicaps (its always set to 0). Further, if the enemy AI sent his troops to attack somewhere but his base is left alone he should send his forces back to protect his assets. Basic strategy.
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#126 mrchris

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Posted 06 April 2007 - 09:45 PM

I wonder if there's a setting that performs autorepair like in RA and TS..

#127 thudo

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Posted 06 April 2007 - 10:21 PM

hehe. Thats called "get yer sorry damaged arse back to your respective vehicle or outpost center". C&C3 doesn't have units which can repair while on the move although I think Scrin do. GDI and Nod either have to bring their units back to special centers to begin repair OR have them at ELITE status and they auto-repair overtime. Then again, if I see a Mammoth Tank @ Elite Status I might as well choke myself to the strata since I'm beyond dead about to be massively own'ed :O

Great game but still needs alot of help from both the devs and the community to make it truely a classic.
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#128 Nighthawk

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Posted 08 April 2007 - 12:28 PM

I played a game against a medium Scrin AI (I was Scrin too) and it was awful. They only sent about 3 Annihilator Tripods, and the odd Assimilator at me, and did bugger all else. I was then able to get a Signal Transmitter and summon the Mothership and completely own them easily. They built no anti-air defenses whatsoever, not even after my Mothership approached their base. They also had a couple of anti-air units, but they took a few shots then ran off. The AI needs to think more about its defense.
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#129 thudo

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Posted 08 April 2007 - 01:27 PM

Yes.. the AI really needs to be more reactive and build base defenses forward towards the enemy AND around areas where I attack him @ his main base or expansions! Also.. as mentioned, he needs to tech WAAY faster if he is either a Balanced or Turtler. Right now, I can throw him alot of money on a Blue Tiberium map and he still takes longer to tech then he should.

I'm updating my list + some general tweaks which can hopefully make it ingame. I don't want such a massive list but the sooner you all see it and debate it then EA has em the faster we MIGHT see them ingame.
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#130 mrchris

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Posted 08 April 2007 - 09:21 PM

Perhaps building sufficient defense to provide enough cover fire against 6 annihilator tripods and 5 PACs, all with shielding.

Brutal Scrin Turtle beat the shit out of Brutal GDI and Nod Turtle, it was just insane.

#131 mrchris

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Posted 09 April 2007 - 02:48 AM

I won't be up to sending masses of units until I could fix the goddamn silo and refinery capacities as well as tiberium price!

Defunct? I'm not sure that some of the options in gamedata.ini are working properly..

//Harvesting Data
//SupplyBoxesPerTree = 90
ValuePerSupplyBox = 3200 //Each "supply box" is 1 harvested chunk of tiberium.
SupplyBoxesPerTibCrystal = 64 //This is how many boxes there are in each crystal before it goes away.

As you see, I edited supply price and how many per "crystal", but the tiberium still disappears just as much when I test AI vs AI. Not sure about SP, but I was loaded most of the time.

I will have to give more time into testing.

#132 thudo

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Posted 09 April 2007 - 03:24 AM

Hmm.. I thought you cannot get custom data stuff ingame without putting it into the big file? Thats the only way to add in new inis and such.

Btw, how are you doing AI vs AI battles? Just playing 2vs2 and having both AIs face each other? Thats what I do.

Btw, I'm finding something odd: we're playing mp with medium-balanced AIs and they actually preformed better than Hards and up. WTF? Something must be seriously borked with Hard and Up AI as Mediums actually teched well and did things better than HARD+.
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#133 Hostile

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Posted 09 April 2007 - 03:32 AM

I'm also very interesting in those first two points?

#134 thudo

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Posted 09 April 2007 - 04:46 AM

Medium AI definately has something going on. Techs much more and seems alot closer to being balanced with a show of offense coupled with defense and teching. Interesting..
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#135 Mighty BOB!

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Posted 09 April 2007 - 05:08 PM

I suspect that a lot of settings are applied on a per-map basis so changing the universal setting seems to have no effect.
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#136 mrchris

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Posted 09 April 2007 - 05:20 PM

Hmm.. I thought you cannot get custom data stuff ingame without putting it into the big file? Thats the only way to add in new inis and such.

Btw, how are you doing AI vs AI battles? Just playing 2vs2 and having both AIs face each other? Thats what I do.


I was doing FFA AI vs AI and played the Langley Airbase SP GDI mission on my first edit for testing. I almost seemed to always have about 9000 credits.

I extracted the files with that new beta BIG program and drag-dropping it into Misc.big with FinalBIG.

#137 thudo

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Posted 09 April 2007 - 06:20 PM

Err.. So wait.. you created a special map where only 2 AIs are spawned fighting each other on a custom map? I thought we can't do any editing except extracting files from the big archives, making text edits, then reapplying them into the big?

I'm at least glad EA allowed C&C3 to sell yer MCV at gamestart and the game will continue. One thing about the C&C3 AI - its bloody unpredictable every game with the same maps, faction, and startpoints. I want the AI to tech consistantly and work with a little rigidness in some areas. It simply doesn't tech fast enough. I'm dying to get at it and form a small AI team to get things moving fast!

Seeing a super-previous TEMPLE OF NOD in the frick'n center of a map of an AI's expansion with no protection around it is NOT COOL! Grrrrrrrr.
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#138 Hogo

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Posted 10 April 2007 - 07:30 PM

Hey man ive been reading up on latest things in this thread and ive been thinking that the AI could do with some more power that he can use so he actuly builds units and uses them good not just blind attacking.

Any way im going to do some testing now and i was wondering if i can be in your AI team :rolleyes:

#139 thudo

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Posted 10 April 2007 - 07:36 PM

Hmmmm "more power"? How do you mean? Not Power Generators.. Gawd I've never seen soo many of em. Hell.. as Nod the most I build is 6 before getting the Advanced Tech Center then get the Power Upgrade for all of em. AI just builds too many Power Plants and Refineries.

We got some cool work to do when we'll be able to modify the AI.

TuD.
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#140 Hogo

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Posted 10 April 2007 - 09:11 PM

Yeah we have when we can start that is but when we do we got some good stuff to do hehe.
And what i mean by power is not just sending a non stop wave of units mybe build 4-5 mammouths and advance at once :rolleyes:




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