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#1 FS-21

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Posted 19 July 2012 - 04:03 AM

Hi,

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 :thumbsupcool:

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


#2 Guest_Meelis13 (forgot pass XD)_*

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Posted 19 July 2012 - 02:04 PM

its Meelis13 (registered here, but forgot the pass lol)- seems like difficulty levels are all the same now- doesnt matter, if its easy, normal or hard, i still get huge enemy base, lots of attacks- basically like i would play on very hard. For hardcore players its definetly not a problem, but for relaxed or new players like myself (relaxed), its kind of annoying. so please return difficulty levels (i mean bigger bases OR bigger force for easy level is ok in my opinion, but AI is waaaaaay too agressive for normal and easy levels).
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 FS-21

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Posted 19 July 2012 - 02:58 PM

Interesting. It passed from passive/pacifist to annoying attacker :lol:, delaying again the time between attacks should be sufficient.
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!!


#4 Guest_Meelis13 (forgot pass XD)_*

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Posted 19 July 2012 - 04:53 PM

thanks, increasing values really helped: AI built nice base, attacked me, but not too rapidly

#5 Guest_Reknak_*

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Posted 19 July 2012 - 07:18 PM

I like the AI and I find it cool that they build alot of towers. Maybe a bit more steamroll AI though (like that they attack with a whole group of units)? Also units often walk past enemies (like my AI allies' units walking past the AI enemy team's units and vice versa).

#6 Cyclops

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Posted 23 December 2012 - 08:50 PM

I played skirmish battles as the Allies against AI controlled Nod, Yuri, and Soviets forces using the map 'TS Grassy Knoll'. For starters I played the AI on easy and just managed to build some defences up before the waves of attacks started. Eventually I won but it was a hard slog as you would expect with three enemies coming out at you.

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 FS-21

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Posted 23 December 2012 - 09:10 PM

The problem is how the engine works for this bridge issue. I can increase the probability to execute this AI script but AI will repair a bridge that isn't destroyed... but well, if AI send waves of units that will be destroyed spending 500$ at least 1 time in the battle should be ok. For now I'll test increasing the probability.

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!!


#8 Cyclops

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Posted 23 December 2012 - 11:03 PM

Another couple of other things I noticed when playing on the above mentioned map with the same three opposing forces!

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 mlw7

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Posted 01 February 2013 - 11:41 PM

There is a bug in the Nod mission 2.The enemy produces Soviet conscript.



#10 FS-21

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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!!


#11 mlw7

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Posted 03 February 2013 - 05:53 AM

Also,in YR Allied 01 the mission fails when you capture enough power plants.



#12 FS-21

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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 :-)


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#13 Directive255

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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.


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#14 Fitzgerald Cordero

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Posted 13 July 2014 - 10:31 AM

i guess the ai should use a more diverse apc type attacks like those of in ts. for example the cyborg commando just walks to attack your bases. but would be effective to be sent via apc. with additions of support teamtypes. also ai is very predictable due to very high probabilities up to 5000. you could just copy the existing triggertypes and pasting it with different id. also the teamdelays is to low witch makes the ai build teams with autocreate=yes more often, this is helpful to make the ai more annoying but lessens the possibility for the ai to use teams that are created based on event rather than time.

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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