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 PostPosted: 27 Aug, 2009 
 
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I have transport markers and all other AI markers that are needed, on the map. Duncanes AI use them, but Sorians don't.


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 PostPosted: 06 Sep, 2009 
 
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Duncane, is it possible to add a little more lua, to the AIFix? I just had a game against an AI, and found that I won due to the commander coming over on a T1 transport. The transport was shot down by fighters guarding the border. :)

I am sure you wanted the AI to still use this, so I wish to contribute to it. Please add to your code that if the commander is traveling via transport, to have that transport escorted with fighters. This would give the AI at least a small chance, to get the commander to his destination. :wink:

Map I was playing on was 20x20, a mission map from SupCom, with a large island and a few small ones, from mission SCCA_A06. Converted to a skirmish map, and I added all the markers needed, to have the AI play well.


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 PostPosted: 06 Sep, 2009 
 

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I don't know if this is an AI problem or something that needs to be fixed elsewhere.
I am playing with the 3603 beta patch and the beta Duncane fix. My tigershark sub was firing endlessly at a level 1 Cybran engineer who was on the shoreline and couldn't be hit, yet he was ignoring a Cybran naval base right in front of him which could have been hit.
Is is possible to change the sub AI so that it doesn't waste its time on a target that isn't far enough into the water to be hit?

Stuart


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 PostPosted: 06 Sep, 2009 
 
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duncane wrote:
Okay... Heres a very early BETA version that should work with the new BETA FA patch:

http://members.iinet.net.au/~dionysus/m ... ixBETA.zip

It fixes the ACU in T1 transport issue, adds early AI energy storage and makes sure that all AI changes in the patch are included as per GPG's changes.

Once the beta patch has been in use more I will look at how to handle the chnage to GG's and Air in general.


Dragon Fly, stuartpierce - Are you using my beta version when playing with the new BETA patch?

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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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 PostPosted: 06 Sep, 2009 
 
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Yes I am playing with your beta FA patch. It works very well, what I mentioned may have just been a one off. Though it could have worked, if the transport had fighters guarding it, or flying in front, leading it to its destination. :)


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 PostPosted: 06 Sep, 2009 
 

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Yes, I have only your beta AI fix. No other mods/fixes.

Stuart


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 PostPosted: 08 Sep, 2009 
 

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I had a Sou-Iste sub firing endlessly at a C14 Star Lifter that he couldn't hit, which made him ignore a passing engineer that he could have hit. I saved the replay this time.

Stuart


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 PostPosted: 30 Sep, 2009 
 

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Hi Duncane, does this mod modify any unit parameters? I've noticed a galactic colossus moving much faster than it should. I prefer their slow movement as it makes them appear large.Thanks.

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 PostPosted: 30 Sep, 2009 
 
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SoupCorm wrote:
Hi Duncane, does this mod modify any unit parameters? I've noticed a galactic colossus moving much faster than it should. I prefer their slow movement as it makes them appear large.Thanks.


No it doesnt... are you sure its not another mod?

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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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 PostPosted: 03 Oct, 2009 
 

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Hi Duncane, thanks for your reply. No, I am not using any mods other than Sorians AI mod that is supposed to be compatible. This only occurs on 10km x 10km maps. On larger the GC moves at a normal pace rather than a kangaroo on steriods.

I am pleased to hear that both your mod and Sorians does not change unit parameters but behaviour parameters. This preserves a perfect balance between the vanilla FA and the AI mods. I have never enjoyed FA as much until I came across the two mods. Well done!

Also FA is much more stable on my medium end laptop and can host 750 units per army with high FPS! I am so pleased and it is the only game I play, the AI mods makes it so much more fun and cinematic.

Thanks.

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 PostPosted: 05 Oct, 2009 
 
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This is the first Mod I have installed for FA. Just to see its effects before I installed I put Myself and a Rush AIx vs 3 teamed Adaptive AI's while I just sat back behind the Rush AI and observed.

At stock the Rush AIx just simply overwhelmed the 3 Adaptives until finally wiping them out ~15 minutes later.

With the mod however, the results were very troubling. The Rush AIx simply never rushed, I am 20 minutes into the game and I have paused it to make this post. I have yet to see the Rush AIx even advance halfway across the map. There is currently a massive collection of Tech 1 units from the 3 Adaptive AI's just doing a little dance in the middle of the map, not advancing and the Rush AIx has hundreds of Tech 1 Medium Tanks sitting in his base doing nothing.

Is there a reason none of the AI's are attacking each others bases? It seems like this AI fix just made the AI stupider.


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 PostPosted: 06 Oct, 2009 
 
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DynamicPenguin wrote:
This is the first Mod I have installed for FA. Just to see its effects before I installed I put Myself and a Rush AIx vs 3 teamed Adaptive AI's while I just sat back behind the Rush AI and observed.

At stock the Rush AIx just simply overwhelmed the 3 Adaptives until finally wiping them out ~15 minutes later.

With the mod however, the results were very troubling. The Rush AIx simply never rushed, I am 20 minutes into the game and I have paused it to make this post. I have yet to see the Rush AIx even advance halfway across the map. There is currently a massive collection of Tech 1 units from the 3 Adaptive AI's just doing a little dance in the middle of the map, not advancing and the Rush AIx has hundreds of Tech 1 Medium Tanks sitting in his base doing nothing.

Is there a reason none of the AI's are attacking each others bases? It seems like this AI fix just made the AI stupider.


What map are you playing on, one that came with the game or one you downloaded? If you are playing on a downloaded map, it probably has no AI markers, that give the AI directions on how to navigate the map.


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 PostPosted: 06 Oct, 2009 
 

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Dragon Fly wrote:
DynamicPenguin wrote:
...


What map are you playing on, one that came with the game or one you downloaded? If you are playing on a downloaded map, it probably has no AI markers, that give the AI directions on how to navigate the map.


You should also note that a stock Rush AIx and a Duncane Rush AIx may not have the same cheat settings. The stock AIx all use 2x build speed and 2x resources (which is ridiculously hard to beat if the AI doesn't totally screw up). I believe Duncane changed this in his mod so that the default AIx used a 1.3x or 1.4x Res bonus, and a reduced build speed (maybe just 1.0?) as well.

If you want to fiddle with the cheat options you should get Sorian's Cheating-ai-options mod so you can adjust them more carefully.


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 PostPosted: 06 Oct, 2009 
 
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Dragon Fly wrote:
DynamicPenguin wrote:
This is the first Mod I have installed for FA. Just to see its effects before I installed I put Myself and a Rush AIx vs 3 teamed Adaptive AI's while I just sat back behind the Rush AI and observed.

At stock the Rush AIx just simply overwhelmed the 3 Adaptives until finally wiping them out ~15 minutes later.

With the mod however, the results were very troubling. The Rush AIx simply never rushed, I am 20 minutes into the game and I have paused it to make this post. I have yet to see the Rush AIx even advance halfway across the map. There is currently a massive collection of Tech 1 units from the 3 Adaptive AI's just doing a little dance in the middle of the map, not advancing and the Rush AIx has hundreds of Tech 1 Medium Tanks sitting in his base doing nothing.

Is there a reason none of the AI's are attacking each others bases? It seems like this AI fix just made the AI stupider.


What map are you playing on, one that came with the game or one you downloaded? If you are playing on a downloaded map, it probably has no AI markers, that give the AI directions on how to navigate the map.


It is a downloaded map, but I have played it with AI's many times before and they have always rushed like normal. However now the AI's don't rush at all. I just tried Fields of Isis and still, the Rush AIx's are not rushing, the regular Rush AI's rush atleast 3-4 times as much as the cheating counterparts who just sit in their base.


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 PostPosted: 06 Oct, 2009 
 
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As mrpeguin said I have changed the cheats the aix use. Your best bet is to play the aix yourself and see which you prefer. I'm sure the stock will wipe the floor with you, but with my ai fixes it should give you a more reasonable challange.

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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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 PostPosted: 06 Oct, 2009 
 
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Yes it is certainly more reasonable, Reason being all I need to do is tech up to T3 and bring some mobile arty and Sniper Bots and the game is over. The Rush AIx's are not rushing. He is sitting in his base the whole time.

I don't know if this is a bug or what but its certainly changed the gameplay massively. I am running version 3599 of the game. Only Duncane's Mod is installed.


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 PostPosted: 06 Oct, 2009 
 
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DynamicPenguin wrote:
Yes it is certainly more reasonable, Reason being all I need to do is tech up to T3 and bring some mobile arty and Sniper Bots and the game is over. The Rush AIx's are not rushing. He is sitting in his base the whole time.

I don't know if this is a bug or what but its certainly changed the gameplay massively. I am running version 3599 of the game. Only Duncane's Mod is installed.


Are you using the correct AIFix mod? If you are using the mod for Beta Patch 3603, that may be the reason why, the game is not playing correctly.


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 PostPosted: 06 Oct, 2009 
 

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DynamicPenguin wrote:
Yes it is certainly more reasonable, Reason being all I need to do is tech up to T3 and bring some mobile arty and Sniper Bots and the game is over. The Rush AIx's are not rushing. He is sitting in his base the whole time.

I don't know if this is a bug or what but its certainly changed the gameplay massively. I am running version 3599 of the game. Only Duncane's Mod is installed.


Hmmm, I'm inclined to think that you've got the wrong version like Dragonfly said. In my experience the Duncane AI normally performs quite well (though I don't use the Rush one's as much, and they can be fickle. In some games they don't attack as much, and in others they seem to attack alot).

I prefer Duncane's Adaptive over everything else though, even Sorian's more nuanced AIs. It's generally the best at raiding, asserting map control, and teching up.

I have a question for duncane though:
Is there a reason why the Tech AI seems to spam T1 land units more than any other AI?

Is this meant to be a stalling tactic why it techs up?
I've noticed this in every single game I've played with them. They do a reasonable job of teching, sometimes getting T4s or nukes out a bit earlier than the Adaptive AI, but they also invest *alot* in T1 tanks. The Rush AIs will slow down their attacks and switch to T2 platoons, and eventually T3 platoons, but the Tech AI just steams constant T1 at its enemies.


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 PostPosted: 06 Oct, 2009 
 
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I installed the one on the very first post of this thread.

http://members.iinet.net.au/~dionysus/misc/AIFix.zip

I didn't see anywhere that said it was version specific other than it being v3598 and above (I am running v3599).

I think I installed correctly, I just extracted the files to the gamedata folder as said in the instructions.


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 PostPosted: 06 Oct, 2009 
 
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I'll run some tests. It may be I have been running it with sorians installed too much.

Also if you find it easy try out the ai cheat options mod to increase the cheat.

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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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 PostPosted: 07 Oct, 2009 
 
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Hmmm, well I deleted everything and reinstalled into the gamedata directory and tried out a few more games late last night with some friends on LAN. The Rush AI's were rushing again, although I think they could have rushed a little harder. Either way it appears it was either fixed or I just had a streak of bad games with bad AI's.

Now for other trials. The Naval AI's are not building any Naval ships whatsoever. It could just be a bad couple of games but so far they have just been tech whores, in all of my games. Sorian's Naval AI works great and really spams out the naval units, however the Naval AI from your patch doesn't do anything with the water in my games. Infact I haven't seen a single Naval factory from a Naval AI.


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 PostPosted: 07 Oct, 2009 
 
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You have sorians installed now so that maybe why it's rushing. So I will still check it out.

What map are you trying the naval ai on?

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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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 PostPosted: 07 Oct, 2009 
 
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I tried the Naval AI on 3 maps.

White Fire and The Dark Heart, both are stock maps for the game 10km x 10km with 6 players. Both have AI markers.

And Horsehead Island R2 (Version 1) which is a custom 20km x 20km with 8 players (Two naval AI's were used on the peninsula's on each side of the map.) Has no AI Markers.


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 PostPosted: 10 Oct, 2009 
 
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DynamicPenguin wrote:
The Naval AI's are not building any Naval ships whatsoever. Infact I haven't seen a single Naval factory from a Naval AI.


Well the Naval AIx definitly does build ships and naval facs so not sure what you are referring too. However the Naval Ai does need some improving so I will spend some time looking at it again.

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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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 PostPosted: 11 Oct, 2009 
 

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duncane wrote:
DynamicPenguin wrote:
The Naval AI's are not building any Naval ships whatsoever. Infact I haven't seen a single Naval factory from a Naval AI.


Well the Naval AIx definitly does build ships and naval facs so not sure what you are referring too. However the Naval Ai does need some improving so I will spend some time looking at it again.

oo ooo ooo.. I have two (simple?) suggestions I'd love to see included with the Naval AI.

I thought you'd moved on so I haven't wanted to bother you with my ideas/comments before.. but I have to say that I really prefer your AIs to Sorian's (both are fun, of course). Sorian's clearly have some different tricks, but overall they're consistently less aggressive and generally less challenging in the many games I've played with them. The Duncane modified AIs almost always get a T4 out sooner, or nukes, and they compete for territory and attack more too.

This is true with the naval AI too, which I actually really like except for two glaring issues:

The first is a serious excess of T1 and T3 battleships, and a dirth of T2 naval.
The Duncane one does an excellent job spamming T1 ships in little squadrons (far better early game then the Sorian in my experience), but with the poor unit-control portion of the AI (unfixable I think), it's all too easy to form a line of T2 ships/sub or torp defense and crush these squadrons as they file in. And because T1 ships have such short range, there's barely even any attrition from these attacks once I get going. Eventually the Duncane Naval switches to building 2-4 Battleships simultaneously.. but it barely produces any T2 naval at all so the Bships always come too late if it's a close game. (It also produces a T4 air at about this time in most games, and that's normally far more useful to the AI then a few unescorted Bships).

Earlier T2 naval and more T2 naval would make it much better I think.. especially if you can force them to use mixed fleets more (which is my 2nd complaint/suggestion).

Both the Sorian and the Duncane naval AI don't seem to use mixed naval squadrons past T1. This is more noticeable with the Sorian since it produces more T2 ships and T2 ships tend to be a bit more specialized.

If it were possible to create something as simple as Destroyer+Cruiser naval platoons that travelled together then it would be a much tougher opponent. I normally see them filter in one-by-one, (or with Sorian's, sometimes 3 Destroyers followed by 3 Cruisers a minute or two apart, but never mixed).

(On a related note, if there's a way to encourage units to keep their distance and attack from long range that would also help the T2 ships because they have a tendency to blindly charge into torp defense like the T1 mentioned above. It's especially sad to see with Sera/UEF cruisers that could/should be deadly).

Of course I appreciate all the work you've already put into this and I don't want to ask for anything more. So these are really 'if you're bored and looking to do something but don't know what' suggestions. ;)


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