For me the AI seemed to work fine - the enemy attacks and they build up thier forces i dont se a problem in that sense - one thing i do see is that the eclipse cant fight (excluding the colaxial cannon) the weapons on it dont work - other than that love the new modles - on a side note what kind of help do you need i might be able to help (small chance that ill be able to help)
Bugs/offering help
Started by
Guest_RICON_*
, Jun 01 2007 03:31 PM
6 replies to this topic
#4
Posted 02 June 2007 - 12:55 PM
It does, but also it makes a huge difference having two AI players over one. The AI will do some stupid things like wait to be attacked before attacking, which is why you can leave EaW on overnight and have no battles occur. I tried to remove most of the waiting code that I found, but it still does better with two AIs going so they can kind of trigger each other into action. Most of the noticeable AI improvement between EaW and FoC can actually be attributed to their adding another faction, because not many of the scripts were changed.
#5
Posted 01 July 2007 - 01:34 PM
The AI *IS* attacking me, but only very, very rarely. I have never had a ground battle (about 8 hours of game play with PR mod now) and the space battles initiated by the AI number less than 5. Also, when I initiate a space battle, more often than not the Rebels try and flee, even if it's a pretty fair fight. If the Death Star is in my fleet they always flee. I've left the DS unprotected and they simply wont attack it. I'm playing the game on the highest of the three difficulty levels.
I love the mod, and it's still a great play, but it's no challenge at this stage because I never get attacked. I hope you manage to discover the cause of the timid AI, please let me know if there's anything I can do to help you with the mod.
Rob.
I love the mod, and it's still a great play, but it's no challenge at this stage because I never get attacked. I hope you manage to discover the cause of the timid AI, please let me know if there's anything I can do to help you with the mod.
Rob.
#6
Posted 01 July 2007 - 06:16 PM
The AI has been fixed hopefully to everyone's standard. Certainly there's more I can do yet to make it into a smarter player, but that's just a matter of figuring out how to code it properly.
Actually just yesterday I rewrote almost all of the infrastructure code, which handles buildings, and I saw the AI build a SpecForce academy for the first time ever. They're still building defensive structures all over the place though, as those seem to be handled by another file, but I'm hoping it's just because they have the money to do so, since I'm testing with 1+ million starting credits. I also trained it to take advantage of planetary advantages when choosing what to build like a real player would, so putting barracks and officer academies on Kamino, for example, is especially desirable, although I haven't tested it enough to make sure it actually works yet.
I do agree that they retreat way too much and for far too little though, so I'll try to change that. It's probably because I changed all of the values on the ships and they're much higher than vanilla.
Actually just yesterday I rewrote almost all of the infrastructure code, which handles buildings, and I saw the AI build a SpecForce academy for the first time ever. They're still building defensive structures all over the place though, as those seem to be handled by another file, but I'm hoping it's just because they have the money to do so, since I'm testing with 1+ million starting credits. I also trained it to take advantage of planetary advantages when choosing what to build like a real player would, so putting barracks and officer academies on Kamino, for example, is especially desirable, although I haven't tested it enough to make sure it actually works yet.
I do agree that they retreat way too much and for far too little though, so I'll try to change that. It's probably because I changed all of the values on the ships and they're much higher than vanilla.
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