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duncane
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Posted: 30 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Forged Alliance Extra AIs: Air, Land and Naval
NOTE: This mod is now obsolete. Please download my AI fixes that now include the Air/Naval/Land AIs that were in this mod. My AI fix mod is available here:
http://forums.gaspowered.com/viewtopic.php?t=23929
Description:
The stock Rush AI in FA includes a number of sub AI's. These are an Air rush, Land rush and a Naval rush AIs. This mod breaks these sub AI's out into their own selectable AI's and AIx variants. These focus on major air, land and navy forces respectively and play best on 20km and larger maps. The naval AI obviously plays best on water based maps. The land AI prefers 10km and smaller maps and maps without water.
History:
30Jan2008 Version 1.0: Initial Release.
17Feb2008 Version 1.1: Added Land AI, Added Amphibious platoons to Naval, tooltips now working.
20Feb2008 Version 1.2: Fix bug that stopped Naval loading.
26Mar2008 Version 1.3: Added support for Novax, commander upgrades and large map land AI.
04Apr2008: Now included in Duncane's FA stock AI fixes.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
Last edited by duncane on 03 Apr, 2008, edited 7 times in total.
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Superdog
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Posted: 30 Jan, 2008
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Joined: 24 Feb, 2007 Posts: 169
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Finally! Yay!
I'll test them as soon as I have time.
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Annihilator-X-
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Posted: 30 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 355
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Awesome. Keep up the great work!
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123alexs
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Posted: 30 Jan, 2008
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Joined: 19 Dec, 2007 Posts: 121
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i test your air ai
good start great enomney going and army.
but later the game started to lag terribly!
some the army stop moving for some reason but moving again when few minutes later there is stall it seems.
good army support with engenders.
lots of land army stall.
lack of air or land defensive when attack by air, i mean hardly air or land turrets they should build outside of the base not inside!
some air formation are out of wack and dont fly in the same patter at all!
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duncane
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Posted: 30 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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123alexs,
Did you have my other AI fixes mod installed? It helps long game performance a bit.
Also what map were you on?
Anyway, thanks for the feedback guys.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Endrek
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Posted: 30 Jan, 2008
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Joined: 13 Nov, 2007 Posts: 38
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Thanks for this. Naval AI in particular needs a lot of work in FA, but this will be a good start for sure.
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Silentdances
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Posted: 30 Jan, 2008
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Joined: 26 Nov, 2007 Posts: 105
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just tried your air and naval on roanoke's abyss (only using your two mods ).. they performed pretty good.. it was me as aeon, uef air, cybran naval versus seraphim adaptive (yours) air and naval.. I noticed however that neither seraphim or uef air built much in the way of air defenses... seraphim had 4 t1 and 1 t2 AA, and uef had 5 t1 and I didn't see any t2.. this is at a point where both are building t4 units. neither uef or seraphim had any real defenses against bombers and such (their own air units were out harassing and killing on the map. )
_________________ "Darkness makes the sunlight so bright that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
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123alexs
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Posted: 30 Jan, 2008
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Joined: 19 Dec, 2007 Posts: 121
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duncane wrote: Did you have my other AI fixes mod installed? It helps long game performance a bit.
yes i have your ai fixes duncane wrote: Also what map were you on?
Theta passage
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duncane
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Posted: 30 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I just want to make it clear that I havent really done any tweaking in this mod... thats all in my other mod.
All this does is allow you to select the Naval and Air sub AIs that are already in the game.
Its just for people who like big air battles or navies.
It wont be challanging to play against as you will already know what tactic the AI is going to use
Having said that if you use this along side my AI fixes mod you should see the navy perform much better.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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123alexs
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Posted: 30 Jan, 2008
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Joined: 19 Dec, 2007 Posts: 121
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duncane wrote: I just want to make it clear that I havent really done any tweaking in this mod... thats all in my other mod. All this does is allow you to select the Naval and Air sub AIs that are already in the game. Its just for people who like big air battles or navies. It wont be challanging to play against as you will already know what tactic the AI is going to use  Having said that if you use this along side my AI fixes mod you should see the navy perform much better. are you saing that your not updating this? if no that would really be disappointing if that happens. i just want the some simple but stupid ai mistakes to be fix. can you make this ai toughfer if you answer yes?
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duncane
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Posted: 30 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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@123alexs:
Yes I will continue to update these but indirectly by updating my AI Fixes mod which will improve these AI's
The lag issue you had is still being looked at (look for the sticky in the AI forum) and once a fix is found I will add it to my mod.
Although no one has reported it on 5km maps... thats pretty small. What kind of CPU do you have? Are you sure you have the latest version of my AI fix mod?
@Silentdances: I agree that anti air could be improved.
The other thing that's hindering the Air AI is it doesn't use transports effectively enough.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Lurkah
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Posted: 31 Jan, 2008
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Joined: 12 Aug, 2007 Posts: 281 Location: Halley Research Station, Antarctica
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Duncane, does the naval AI actually attempt to send naval platoons at all? Whenever I saw the AIs ever actually do naval they just tended to send a few ships one by one and the rest would hang around near the shipyards.
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duncane
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Posted: 31 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Yes it should be much more likely to send navy platoons, but there are still alot of tweaks to be done for this.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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123alexs
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Posted: 31 Jan, 2008
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Joined: 19 Dec, 2007 Posts: 121
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duncane wrote: What kind of CPU do you have? 2 Core processor 4200+, radeion x1650 series and radeon x1650 series secondary 2.00 GB of RAM and 2.20 duncane wrote: Are you sure you have the latest version of my AI fix mod? yes
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DrkWolf
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Posted: 31 Jan, 2008
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Joined: 22 Apr, 2007 Posts: 118
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I played a few games with the Naval AI but as of yet they dont send out naval platoons, a BS or 2 here and there but thats about it, I also notice that sometimes the AI will cripple itself by building no power. And once you reach a certain stage in the game they will begin a never ending loop of the same actions.
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Lurkah
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Posted: 31 Jan, 2008
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Joined: 12 Aug, 2007 Posts: 281 Location: Halley Research Station, Antarctica
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Duncane the naval AI still suffers from building massive forces and just having them sit at the naval yard. I played a cheating AI and it must have had a dozen battleships just sitting there.... you think this is fixable?
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duncane
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Posted: 31 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Lurkah, DrkWolf: Yeah the Navy platoons should be fixable. I will look into it.
123alexs: Sounds like you had one of the lock ups, these are not as common as the slow down issue. If you play the same match again it probably wont have a lock up.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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123alexs
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Posted: 31 Jan, 2008
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Joined: 19 Dec, 2007 Posts: 121
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duncane wrote: 123alexs: Sounds like you had one of the lock ups, these are not as common as the slow down issue. If you play the same match again it probably wont have a lock up.
why dose the game lock up for? i had try it again and the computer game works fine, no lock ups.
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duncane
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Posted: 31 Jan, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Somewhere in the code is a a thread that can suddenly start a permanent loop that consumes all the CPU. It doesnt happen every game.
See this topic for people discussing slow downs and lock ups:
http://forums.gaspowered.com/viewtopic.php?t=25042
I think they are related somehow and its something to do with engineers but thats as close as we've got at this stage.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Silentdances
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Posted: 02 Feb, 2008
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Joined: 26 Nov, 2007 Posts: 105
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say, duncane, what are the other sub/extra ai's that are in the game? (saw it mentioned in one of the earlier threads, a sticky I think, but there wasn't a list mentioned)
_________________ "Darkness makes the sunlight so bright that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
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duncane
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Posted: 02 Feb, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Sure...
There is:
Normal = EasyAI
Challenge = NormalAI
RushAI which selects from the following based on map size and water amount:
RushLand = full land rush on small maps
RushBalances = mix of land air navy rush
RushAir = Focus on air
RushNaval = Focus on naval
TechAI = focus on early tech up
TurtleAI = focus on defense
Adaptive = selects the best from above based on map size and randomizes if many to chose from.
As well as splitting out the Air and Navy AI in this mod, I have also spilt the tech AI into small and large map types in my AI fixes mod as I think the tech AI plays best but just needs to play like rush at the start.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Silentdances
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Posted: 02 Feb, 2008
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Joined: 26 Nov, 2007 Posts: 105
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is that why your air seems to build t4's like 5 to 10 minutes earlier? (not a complaint.. just curious)
I've been really enjoying this set with your adaptive, or sorian's rush.
will you be setting out the land rush as well?
_________________ "Darkness makes the sunlight so bright that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
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duncane
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Posted: 02 Feb, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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the air ai probably went for T4 sooner because it had more mexes (big map yeah?)
I was thinking about breaking our the Land and Balanced, but generally if you select Rush AI it does a good job of selecting between them based on map size.
I guess it could still be useful to select them direct.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Silentdances
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Posted: 02 Feb, 2008
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Joined: 26 Nov, 2007 Posts: 105
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duncane wrote: the air ai probably went for T4 sooner because it had more mexes (big map yeah?)
10 to 20x maps.. however, your mod adaptive tends to get t4 out about 5 or 10 minutes later, in similar maps.
_________________ "Darkness makes the sunlight so bright that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
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TyrialFrost
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Posted: 03 Feb, 2008
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Joined: 18 Jun, 2007 Posts: 273
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DrkWolf wrote: I played a few games with the Naval AI but as of yet they dont send out naval platoons, a BS or 2 here and there but thats about it, I also notice that sometimes the AI will cripple itself by building no power. And once you reach a certain stage in the game they will begin a never ending loop of the same actions.
Same issue im having, i havnt seen a AI in FA that knows how to build a navy.
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