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 PostPosted: 22 Nov, 2009 
 

Joined: 26 Sep, 2009
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Some awesome naval battles going here... getting much better. I made a mod that restricts all non-amphib land units and ran a tech AI and naval AI and they rock. The tech AI builds big formations of only amphib units and sends them, and the naval puts massive T2 naval pressure.

One trick I think is to use a naval redux mod and make sure their cheat multiplier is high enough. Also disable certain air units so they don't create hundreds of interceptors.


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 PostPosted: 22 Nov, 2009 
 
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@blac0177

I have a reworked version of Roanoke Abyss, one that I done with all the AI markers. I know why the T3 ships were not working, at least that looks like the answer.

The original map, has water marker which are meant for ships, crossing the islands. Island can't be crossed by T3 ships, and there is only one in T2 that can. By the look of all the maps marker positions, GPG was in a rush to finish them, because this problem exist on most of the maps that came with FA.

Image

Image

Image

Image


Download http://www.filefront.com/14972265/Roanoke%20Abyss.zip

Duncanes new AIFix may of helped a little here also, though I doubt that he would have fixed this problem. Because I am sure it has nothing to do with the AI. Note I used the Duncanes AIx AI to test in game. My map has an "*" at the end of the story about the map.

Dragon Fly :D


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 PostPosted: 22 Nov, 2009 
 

Joined: 26 Sep, 2009
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On the stock map, I ran an AIx vs. AIx and they DID move the t3 battle ships out to the enemy base to attack, at least for the first 45 mins of the game. Then they kinda "gave up" and started massing them at the main. I will test again to make sure they were set to a faction that has nuke battleships. I also noticed they started doing the same thing with the T3 subs and missile ships :( It's very odd because the first 20 or so they make are sent out to the field, then they kinda give up and just mass them at the main.

Dragon, I'll try out the edited version and see what I can produce.

Naval battles are getting better - I think I will release this extended unit restrictions mod which has lots of customization. I found that using the "Amphibious/Hover Land units only" restriction makes it more interesting on these island maps so they don't build tons of land units that can't go anywhere.


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 PostPosted: 22 Nov, 2009 
 

Joined: 30 Aug, 2009
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@Dragonfly:
I'll have to look at the original map's markers again to see what you're talking about, but I don't think it can be a big problem. I have played Roanoke with the Naval AI many times with many versions of the AI, and they were always able to move their ships around.


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 PostPosted: 24 Nov, 2009 
 

Joined: 26 Sep, 2009
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Dragon Fly, I tried the modified version but still saw the battleships massing at the main late game. Note a few things - T2 ships and below _never_ have a problem moving out. It's hard to tell what ships are in the screenshots but note this only happens once the Naval AI has a good production of T3 battleships going. Second, the first few T3 battleships that are made are usually sent out just fine. Only late game, when multiple battleships are being made, does it happen.

I have a theory or two :) - Perhaps the platoon for T3 are too large, and it is attempting to create a large formation of T3 battleships - and/or - the battleships are too large (physically) to form a merged platoon or a formation because they are spread so far out. I noticed the SeaAttack platoon is 3, 100 (100 seems extremely high for sea units). I am going to try splitting up the SeaAttack and creating a T3SeaAttack which is something like (3, 10) and see if that makes a difference. - of course, I don't fully understand the Platoon and AIBuilders workings..


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 PostPosted: 24 Nov, 2009 
 
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blac0177 wrote:
Dragon Fly, I tried the modified version but still saw the battleships massing at the main late game.

Only late game, when multiple battleships are being made, does it happen.

Perhaps the platoon for T3 are too large, and it is attempting to create a large formation of T3 battleships - and/or - the battleships are too large (physically) to form a merged platoon or a formation because they are spread so far out.


I dont think its because they are too large. They would still try to move out - they would just get stuck on each other.

Have you tried it with 2.6.2. Previous versions had a max on the number of naval platoons at 5 and then 10. I have now increased it to 20. Thats the InstantCount variable in the builder if you are looking at the code.

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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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 PostPosted: 24 Nov, 2009 
 
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Mr Pinguin wrote:
I meant to comment on this earlier.. I'm not so sure nuke subs are a good idea for the AI.

I'll have to try it out to see how it plays, but because of the way the AI tends to throw away its naval units, I can't imagine them making good use of the nuke sub's one real advantage (its ability to hide undetected).

Unless you've given them some special behaviors, I have a feeling that I'll see nuke subs (with half built nukes) sailing straight into my torpedo defense or various other obvious hazards.


Let me know if you see this. The nuke subs should just patrol around. Also only the first few will build nukes so you wont know which ones are going to nuke you.

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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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 PostPosted: 26 Nov, 2009 
 

Joined: 03 Nov, 2008
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Just a thought, but would the reason for them sitting around doing nothing in late game be because they don't think they have enough firepower to crack the base defenses? IIRC Sorian AI had a similar problem with with experimentals just sitting around in late game instead of attacking.


And thanks for the updates, will give the new version a try :)


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 PostPosted: 27 Nov, 2009 
 

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Nothingness wrote:
Just a thought, but would the reason for them sitting around doing nothing in late game be because they don't think they have enough firepower to crack the base defenses? IIRC Sorian AI had a similar problem with with experimentals just sitting around in late game instead of attacking.
And thanks for the updates, will give the new version a try :)

I am by no means an AI expert but I have never seen something in the code that would indicate whether it attacks based on its "confidence in success". I was thinking the stacked experi's in base from Sorian AI was because they were set to the guard base platoon. I could be way off though :)

--

I am pretty content with the naval battles. A naval 1/2 mass 1/2 build time mod makes the AI really spam naval out. Disable T3 naval factories so they don't do the battleship jig if that is a problem for you. It reminds me a bit of the good land battles except with sea units. Also a good change I made was to make a larger platoon (15, 20) for t2. They will send a solid formation with a couple shield boats, cruisers, destroyers, and subs underneath. Definitely a fun surprise.

The only last thing I would note is they are probably building the naval factories too close to each other and the defense (air/torpedo) too close to the naval factories so even T2 units sometimes can get stuck.

good work, I had given up on naval battles until this last week!


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 PostPosted: 04 Dec, 2009 
 
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Thanks for the recent update to your AI Duncane. Much appreciated!

I had been using an older version of your mod and this one rocked! I played AIx Naval on Seton's and it clobbered me lol It came after me with wave after wave. I managed to keep my head barely above water with the T2 waves.. and then he sent not one, but TWO T3 ships (battleships). Hysterical. Ohhh... and if that was not enough... as the one (Sera) battleship steamed up my coast it launched a nuke! lol I loved it.

I wanted to ask... is the download version the 2.6.2 version? The version number shows 2.5.7.

Cheers 8)


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 PostPosted: 05 Dec, 2009 
 
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Oops I may have forgotten to update the readme. The download will be the latest version. I will update the readme when I get a chance.

Also thanks for the feedback magicsoul. I like to here about people playing the ai more than ai vs ai tests :)

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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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 PostPosted: 06 Dec, 2009 
 

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duncane wrote:
Oops I may have forgotten to update the readme. The download will be the latest version. I will update the readme when I get a chance.

Also thanks for the feedback magicsoul. I like to here about people playing the ai more than ai vs ai tests :)

Actually it still says 2.57 in the lobby when you join/host a new game your latest AI installed.


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 PostPosted: 06 Dec, 2009 
 
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Ah okay.. I have updated the download to say the correct version.

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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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 PostPosted: 07 Dec, 2009 
 
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Duncane, question for you. How well does your AI use Over Charge? Granted I was using an older version (earlier release of this year, don't remember the exact version as I'm at work right now), but the other day I played an assassination game against your AI on Winter Duel with T3 and T4 restricted (so basically we were restricted to max of T2). When I walked a large army of T2 Gatling and mobile shields into my enemies base, his ACU came out to fight them but best as I could tell, never OC'd anything....

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 PostPosted: 07 Dec, 2009 
 
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The ACU will use overcharge if it has enough energy avaliable. Make sure you upgrade to the latest version. Also are you play the AIx or straight AI?

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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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 PostPosted: 08 Dec, 2009 
 
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Was straight AI. Will have to watch the replay at some point to see if it had the energy available cause now that I think of it, most of its base was in ruins by the time I really started focusing on watching it fight. On the other hand, too, I realized after I'd made that post that I had BulletMagnet's UOKC mod enabled and I wonder if that may have affected it. Will have to look into it more, I guess. Still, by asking you at least I can be relatively sure that it isn't your AI.

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 PostPosted: 08 Dec, 2009 
 
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To see the AI perform better, I think you will need to play against AIx. The AI that will use all in its power is only the cheating AI. Both Duncanes and Sorians normal AI, are not very good at playing, so more effort was placed on the AIx.


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 PostPosted: 15 Dec, 2009 
 
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duncane wrote:
Oops I may have forgotten to update the readme. The download will be the latest version. I will update the readme when I get a chance.

Also thanks for the feedback magicsoul. I like to here about people playing the ai more than ai vs ai tests :)


My pleasure Duncane. I always play against your AI. Far more dynamic and fun than watching a simple AI vs AI test :)

I have really appreciated the improvements that you have put into your mod. The latest changes have made a big difference in Naval battles - thank you so much!

One other suggestion - I have seen the AIx (Naval) while playing Seton build 6+ Sera bombers (experimental). Unfortunately they stay on the ground - even when ASF fly in. Of course they die quickly without even giving a fight. Can't they at least take to the air - or even better 1-2 stay and attack while 3-4 others sneak away and attempt a bombing run?

Cheers 8)


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 PostPosted: 02 Jan, 2010 
 

Joined: 22 Mar, 2007
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I played Setons last night, me vs 4 fortress AIs. I don't know if this is the behavior it is supposed to have, but I noticed a few things:

On each island, the AI built buzillions of units.
The AI navy on each side built navys that were stuck.
The AI built lots of experimentals, but they were all in the base.

I don't know if this is because it was fortress, and they aren't supposed to leave the base. It was just some things I noticed.


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 PostPosted: 02 Jan, 2010 
 
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Yes fortress ai won't leave it's base. It will only defend.

Try the rush AIx or air AIx on setons :)

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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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 PostPosted: 09 Jan, 2010 
 

Joined: 01 Nov, 2008
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I got a problem... duncane AI is the AIx right`?

First Time it was great ... even better (economic related) than sorians AI but now the AIX is even Worse then the KIX -.- Standart Cheating Ki... even with the 6.0 Cheat/Build multi options activated -.-


Is there a list of not compatible Mods? ;) or compatible ones?



Cant be a Mod... just tryed a biiiig game with many Ais ...

Sorian . KIx and 3 AiX ... but these Aix just suck somehow ... dont build any experimentals (ki markers are ok) dont use any T3-4 Arty...

its after i downloaded this Ai Fix patch.. dont know.... i really want back the old AIx :D


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 PostPosted: 09 Jan, 2010 
 
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Escandiel wrote:
I got a problem... duncane AI is the AIx right`?


AIx is the cheating AIs. AI is the standard AI. My AI patch alters and improves all built in AIs and AIx.

Which AI were you using and on which maps? What mods did you have on? Try playing the AIx without any other mods installed.

What cheat options did you have set exactly? A build speed of x2 and a resource cheat of x2 should be more than enough to make any of the AIx almost unbeatable. You always need to have the resource cheat equal or higher than the build speed.

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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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 PostPosted: 11 Jan, 2010 
 

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I did these Mods :

Ressource Rich x2
Storage Rich x5

for raw testing :D

Normally i was using the Black ops mod(acu/units/Special Weapons..) and or the 4th Dimension + some kind of extra t4 shields

On sea maps i used Deep Blue Naval back too.


Cheat options are :

Cheats On (dont know if needed, is always on for AI )

Build Multiplyer 6.0
Cheat Mulitplyer 6.0
Omi settings on
Unitcap 1000

AIx Land
AIx Fortress
AIx Air

40x40 map.. forgot the name, its a standart map :D like a cross or X .. 4 players only land/Hills

I just defended my base a little bit and then let it run about 40 minutes (normal speed) .. at 39,49 Score showed this

Me 548,000 (i just did base defense for ai :D)
AIx Land 125,000
AIx Fortress 288,000 (but more or less no usefull units and no T4 at all)
AIx Air 483,900 (he build 6 Flying Fortress(aeon) but he didnt use them...


So okay ^^ there must be something wrong :D

The question is , i remember there was a Duncane AI MoD .. but now there is only this AIx Fix patch. Is this the Same as your Ai Mod?

Only 238 Kb volume -.- Isnt there a full Ai mod?

Too much time passed :D dont remember when i downloaded your mod first, but in the begining it worked great :D


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 PostPosted: 12 Jan, 2010 
 

Joined: 11 Apr, 2007
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Hey guys,this mod is compatible with online play, right? Also, I'm an admitted Seton's Clutch whore.What AI's should I use in order to get the best game in a 4v4 skirmish? I did not download Sorians as I heard it was incompatible with online play. Thx for any replies.


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 PostPosted: 12 Jan, 2010 
 
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@Escandiel: The resource and storage mods are probably confusing the AI. Try without them. At 6x cheat they should kill you.

The other thing is did you team the AI against you? Otherwise they probably spent most of the time killing each other.

The AIFix is my Duncane AI mod. The file size you have doesnt sound like the latest version. Make sure you down load the latest one to try.

@Dual_CoRed: Both this mod and Sorians will work in online play, but all players must have the mods installed. On setons select the Rush AIx or Air AIx.

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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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