AI behavior feedback
#1
Posted 19 July 2012 - 04:03 AM
I would like to know what do you think about the AI changes done in the 1.0.3 release. Is necessary to know what parts I need to reinforce and depending of the valorations port that AI to the single player missions (that AI is still stuck in the v1.0).
And If you want to share any battle story with the current AI as protagonist, now is a good time
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
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#2 Guest_Meelis13 (forgot pass XD)_*
Posted 19 July 2012 - 02:04 PM
Also i have noticed, that selecting "random" faction on skirmish (singleplayer) always gives me one of 3 vanilla RA2 YR factions (allies, soviets or yuri)- i have played about 15 games by now and only in last game (quit and relogged 4 times), i got Nod as faction (got same lineup as i usually get: first allies, then soviets and then yuri) and bit too often, Yuri as my enemy
i hope this text was of some use
#3
Posted 19 July 2012 - 02:58 PM
Can you try this? Edit only the rulesmd.ini from the YR game folder (enabled C&C:R) and find "TeamDelays=400,400,400" and put as values "TeamDelays=600,500,400" ?
About that random thing looks more a bug and I'll try to fix it for the next update.
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
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#4 Guest_Meelis13 (forgot pass XD)_*
Posted 19 July 2012 - 04:53 PM
#5 Guest_Reknak_*
Posted 19 July 2012 - 07:18 PM
#6
Posted 23 December 2012 - 08:50 PM
However, what really tipped the balance was the fact that my start position was at 3 on the map which is a little island with high cliffs that only had two bridges (one destroyed already) that connected it to the main land mass, By destroying the other bridge I was attacked only from the air by Yuri's flying saucers and the Soviet’s Kirov airships, these where easily countered with patriot missiles. There were no attacks from Nod forces after I had my tanks force fire on the bridge to destroy it. None of the AI controlled forces attempted to repair the bridge with an engineer so they could cross with heavy armour.
Next I tried the level on brutal and tried the same trick of destroying the bridge to isolate my base, this time a Yuri engineer did repair the bridge and crossed, but this happened only once in a very long battle. Also Nod still didn't try using the air to get at my base but as expected I was constantly assaulted from the air by Yuri and the Soviets, this time with a lot more force when it was on easy.
All in all I found the difficulty levels just about right except for the two points raised above, namely, Nod being nullified when I blew up the bridge and the AI only once using an engineer to repair the bridge to get at my base.
#7
Posted 23 December 2012 - 09:10 PM
Now the question is if that engineer should walk like now or travel in a vehicle like in Oil Derrick scripts?
Edited by FS-21, 23 December 2012 - 09:11 PM.
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
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#8
Posted 23 December 2012 - 11:03 PM
Firstly, for Nod and the Soviets, a large number of infantry would gather next to the barracks and construction yards and would not be used for the entire battle. At first I thought that this was because they were protecting these two structures but this seemed a bit of overkill, and then I thought maybe it's because they could not reach my base since it was cut off. To test this I changed the battle to 'Free for All' so they would attack each other and noticed they still never used the infantry.
The second thing may not be a problem with the AI or maybe just a limitation of it. In every battle the Soviets would build a nuclear reactor to power its base, which is fine and not a problem since most people would do the same. However, in each case the reactor was an incredibly easy target since it was always on the outskirts of the base with virtually no protection. I actually had no problem taking it out in every battle with Harriers without losing a single one.
Thirdly, Soviet V3 rockets could have easily bombarded my base but they never tried doing this, the Soviets did use them on the Yuri and Nod bases when playing in the 'Free for All' mode.
Sorry, to be pointing out these AI problems (or limitations) in your fantastic mod, I know it's still work in progress and hope my feedback helps in some way and does not discourage you and your team.
Edited by Cyclops, 23 December 2012 - 11:04 PM.
#9
Posted 01 February 2013 - 11:41 PM
There is a bug in the Nod mission 2.The enemy produces Soviet conscript.
#10
Posted 02 February 2013 - 04:52 PM
Thanks for the bug reports.
With all the single player bug fixes I should reconsider release another minor update and publish the RA2 video pack. :-/
Edited by FS-21, 02 February 2013 - 04:53 PM.
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
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#11
Posted 03 February 2013 - 05:53 AM
Also,in YR Allied 01 the mission fails when you capture enough power plants.
#12
Posted 07 July 2013 - 07:38 PM
Ok, with the 1.3.0 release available will be good to hear your feedback if you have anything to share, don't comment nothing from older releases since I'm focused in the new ones :-)
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ]
#13
Posted 23 September 2013 - 08:33 AM
The Yuri AI will use Genetic Mutator on a group of cyborgs, even it knows that cyborgs cannot be mutated.
PS: In my game (version 1.3.0 fullscreen)(had to activate debug mode in order to play in fullscreen), the cyborgs can be mind-controlled by Psychic Dominator.
cake love cake love
#14
Posted 13 July 2014 - 10:31 AM
also a suggestion to make the ai attack the artilleries, juggernauts, grand cannons with an airstrike when an enemy has it. the artillery deploys to a structure when attacking so you could specify it in triggertypes as gaarty(or any) then point in to a structure to attack in scriptypes.
additional suggestions is the ai knows when it is unable to reach an another island when the bridge is destroyed or there is no bridge at all. and so they will stop producing land based units( this includes amphibious units and subterranean). but the ai will use hover units like hovercrafts(this is proven by the ai using racketeers, kirovs, disks, and my mod). you could then use hovercrafts as a transport but because you got a very far aisafedistance thats a little hard chance and by using script
1=14,0
2=53,0
it would just be a very good luck if the ai lands on the other island.
last suggestion is the ai to use carrier and dreadnoughts. the ai will not attack directly at lands using 0,n commands but needs to specify specific structures. im using 0,5 as the starting script so the ai will clear other vessels in the sea before safely attacking the structures. you could also add 48,0 as the starting script for few teamtypes to give the impression of scouting plus a chance that the ai might attack at the lesser defended part of en3mi3s base.
in structure numbers
0-1+#=structure at least threat(useful for aircrafts, apc)
64*1024-1+#=structure at most threat(useful for demo trucks)
128*1024-1+#=structure at nearest distance(useful for bridge repair, tech capture)
192*1024-1+#=structure at farthest distance(useful for bridge repair at the enemies base)
(putting specialthreatvalue=1 and threat=0 to unit makes the ai prioritize to destroy it first like if you want the ai to focus destroying mammoth mk2 above others)
(putting toprotect=yes to mammoth mk2 makes the ai with teamtypes with isbasedefens=yes respond and follow the mammoth when attacked, as if escorting to its destination)
(teamtypes with lower priority than suspendpriority will comeback and defend the base when attacked)
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