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 Forum index » Featured Projects » PPM: Final Dawn
AI Plans, comments here!
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Nov 14, 2002 3:14 am    Post subject:  AI Plans, comments here! Reply with quote

AI in PPM will be differently than the common AIs made by Westwood. We have the knowledge that it's a waste of time to send 2 light infantry to the enemy base and thinks that it will annoy him. Obviously, even the hard AI in TS knows that, so they send 4 Disruptors, which for us is still weak. A strike must have a condition, a clear objective and how to do it. AI in PPM will have it. It's not just a matter of chaging taskforces, but we will create hundreds of new teams, taskforces, some new script types and a lot of new ai trigger types.

AI will focus the economy, defense and mainly the factories of the enemy, however, things won't be done stupidly like sending bikes (weak units) against the enemy defenses. Harvesters will be hunted by fast units which are effective against armoured units. Attacks to the enemy base will be composed of one ore more types of demolition and offensive units which have the same speed, so the group will attack together instead of splitting in small groups. If the group is bigger, it will have more strength, but it obviously depends on the type of unit (5 Mammoth Mk2 would exterminate a group of 10 light infantry). AI may use forces with both infantry and vehicles, because it would speed up the building time, since it would have 2 factories building instead of only one. Factories would receive strategical attacks by air or land or even subterranean. The important in these kind of strikes are to avoid the base defenses, since the factories have much more priority to be destroyed than a single obelisk, so it needs to be destroyed fast and the base defense are dangerous obstacles to that. Skilled GDI players usually brings disruptors to the enemy base in carryalls, which would be something good for a PPM AI, but we still dont know how to make it work (still being researched). Use of transports is vital to avoid defenses and it will be used as well. And PPM will also have the "hunter teams". The hunter teams will basically fight against any source of enemy which is near it. It will be obviously composed by strong and expensive units. Forces with both infantry and vehicles might also be used here.

AI economy will have more harvesters and maybe more refineries built. PPM also improves the AI with rules.ini, basically by adding lines ToProtect in strategical units of the battlefield, tweaking starting settings to AI behave smarter at the defense and offense, etc.. The AI defense will have much more AA units than it had, but also strong land units. It still unknown if TDL and Cyborgs will have AI, since we've not found a way to do that keeping the current GDI and Nod AI.


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Please, write your comments, doubts, comments, ideas, etc...

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Sapp726
Grenadier


Joined: 16 Aug 2002

PostPosted: Thu Nov 14, 2002 11:16 pm    Post subject: Reply with quote

In My opinion, you should change how they attack in the sense of instead of the computer sending 3 engineers to take over an advanced powerplant until you have low power... they should do this and then come with some brute force to attack main structures

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 15, 2002 2:41 am    Post subject: Reply with quote

That would be good, but... it would depend of a coincidence to happen, unless AI only sends brute force when the enemy is offline.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Fri Nov 15, 2002 5:32 am    Post subject: Reply with quote

sounds great, but i thought we were almost done with the mod, not adding a few more years to it #Mad Wink
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Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 15, 2002 5:37 am    Post subject: Reply with quote

Years? No way! Months... but some months (not few)...

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Eternal2u
Missile Trooper


Joined: 01 Sep 2002
Location: New Orlenas La.

PostPosted: Mon Nov 18, 2002 2:18 am    Post subject: Reply with quote

erm i say take as many build orders as youc an get from users and add them to your ai's list of building orders and they could go from the preset ones and make them better by adding new twist to them hehe if that is at all possible..

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Nov 18, 2002 2:26 am    Post subject: Reply with quote

I think I tried something like that once and I wasnt successfull in my mission. People would reveal the strategies they would do with PPM and would gain maps as a change. Few revealed one or other strategy they would use, but most created new ones and were very sincere, so I guess it's sorta waste of time. The best I can do will be ppl opinions in beta versions or maybe in final versions, because they will pratically use that strategy and they'll see the weakness and strongness of other human and AI players...

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Eternal2u
Missile Trooper


Joined: 01 Sep 2002
Location: New Orlenas La.

PostPosted: Mon Nov 18, 2002 1:15 pm    Post subject: Reply with quote

if i dont get into the beta/alpha versions somebody gona get hit wit salami...

and erm i would give all yall my b/o's considering ive been playing ts/fs for over 3 years now ive raked in wuite a few of them ...

besides the fact i could get a TON off of a site that i came across wit soem really good b/o's...

also i could post them on all the forums that we were looking for b/o's yall just didnt have me when yall asked for them b4...

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 19, 2002 2:09 am    Post subject: Reply with quote

Your experience will be valuable when we release a public version or maybe the final version of PPM.

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Jim Bob
Civilian


Joined: 22 Nov 2002

PostPosted: Fri Nov 22, 2002 6:02 am    Post subject: Reply with quote

your idea seems excellent Banshee as the AI has always been a joke in the C&C games, as you know i have done alot of work with the AI for RA2 and Yuri, and i would like to learn TS as well, it shouldn't be hard as they are near identical, so as i said at ES i'll talk with you on MSN whne i see you on next Smile

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 22, 2002 12:56 pm    Post subject: Reply with quote

Ok Smile

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Tue Dec 17, 2002 11:13 pm    Post subject: Reply with quote

c&c ai usually sucks hella, even i could beat them, good luck for now, until i can give u any help, but i ain't even got ts installed on this comp.
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Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network.

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TSCommando
Civilian


Joined: 27 May 2003

PostPosted: Tue May 27, 2003 12:11 pm    Post subject: Reply with quote

I think its lame how the AI knows exactly where your base is and the exact location of every building and unit is even if they havn't been to your base.

The enemy hadn't even been to my base and the next thing I know is that an enemy banshee is attacking my construction yard. Thats impossible !! Aircraft cant move to or attack unshrouded areas can they ? (and i was using a sensor array, no stealth tank came near my base)

Also even if your buildings + units are cloaked the AI still hits your buildings with precision accuracy using the ion cannon + Mmissile !!

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 27, 2003 1:52 pm    Post subject: Reply with quote

You're correct, maybe we should make a sort of light infantry moving to the enemy base before real attacks for scouting missions... It wouldn't be so lame... thanks for the suggestion Smile.
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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Tue May 27, 2003 4:40 pm    Post subject: Reply with quote

Is there any way you could make them HAVE to successfully "reveal" your base before attacking it? Like, if they sent out an infantry unit to scout, and you killed it before it got near your base, they would have to send out more and bigger and stronger scouting forces before they pummelled you with superweapons and subterranean attacks and etc.?

Also, forgive me, I'm a dreamer, but I SO wish there was a way to get the AI to use the carryall... Am I too optimistic here?
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~FinalMoon

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 27, 2003 7:00 pm    Post subject: Reply with quote

No, as far as I know, there is no way to know if AI explored the enemy base or not, neither to control AI exploration. AI engine in Westwood games is still too much limited...
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