Joined: 12 May 2011 Location: United Kingdom - London
Posted: Wed Jul 04, 2012 12:11 am Post subject:
Ai - too hard for meee :)
Hy and thanks for this mod,of awesomness,
i having problems with the AI to defeat at ai lvl 0 in skirmish?
are there a way to, get slower ai like in original ts on ai level 0-? pleaase answer this....
My quwastion is you are able to make an easier ai for thoos woho like original ts style? QUICK_EDIT
Joined: 12 May 2011 Location: United Kingdom - London
Posted: Thu Jul 05, 2012 5:57 pm Post subject:
Testing update,
AI better than original,
dont beats me at start, at LVL 0
suggestion:0 - 5 level ai nedeed
or like in chess games 0 - 10 lvl is prefferred
smootly incresing difficulty, but the game stays intresting... QUICK_EDIT
Btw whats planned for the AI like their complexity(like using strategy for example termites with soldiers to guard the moles they're using for artillery to bombard a base)and Intelligence(multiple bases?)?The AI now is a challenge but it kind of spews units out like crazy(which you already know) .
Have any info on how the AI thinks? _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
Joined: 09 Jun 2012 Location: Lost in the corn fields
Posted: Fri Jul 13, 2012 8:38 am Post subject:
Finally, the AI doesn't completely ***-rape me within 10 minutes on the easiest difficulty... _________________ Don't let your memes be dreams. QUICK_EDIT
Btw whats planned for the AI like their complexity(like using strategy for example termites with soldiers to guard the moles they're using for artillery to bombard a base)and Intelligence(multiple bases?)?The AI now is a challenge but it kind of spews units out like crazy(which you already know) .
Base expansions are impossible for the AI to do, and I believe protecting moles like that aswell. Basically the AI is quite limited, for checking what units to build it can check for only one condition and for attacks it mostly directly orders their units to attack something, with the exception of APC attacks.
Do map-specific AI triggers/taskforces/scripts work in TS multiplayer maps? If yes, it would be possible to achieve more precise control over the actions of AI's units, like using specific waypoints to form attack routes for an example. Of course this would take a lot more effort than just standard AI.ini editing. _________________ Last edited by Starkku on Fri Jul 13, 2012 10:30 am; edited 3 times in total QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Jul 13, 2012 10:19 am Post subject:
Well, theoreticly it is possible... But only on maps with more then 2 players. I've read a tutorial somewhere, but I never tried it. The main downsides are that I don't know if the tutorial actually works, and that the AI doesn't see a difference between a taken starting position and an empty one (resulting in the AI sending MCVs to 'attack' you), and that it requires a hell lot of work.
So short said: there is a very small chance it is possible, but I guess it's not worth the time to try it, as it has too many flaws QUICK_EDIT
But, I was testing out a crate mode in TS (just a map INI tweaked with more crates).
The AI fire sale after I destroyed all their factories and had no base, they sent their vehicles to me and that old story but then they got an MCV from a box. They began building a base there, but also building buildings back where their original base was, though their conyard was halfway across the map. I found it interesting, if it isn't old news.
Yes, it doesn't help with base expansion, but does make for having "two bases" just with one conyard however. But, this only works if they have no base, and technically they still have one (the same amount of buildings in a normal base). _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
When the AI gets MCVs from crates, they do often start building expansions (building structures to not only their original base, but next to their new CY as well), but that's a rare event. Also, I think it requires at least two conyards to be effective since the AI builds much more structures with multiple conyards because it has multiple production lines. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Aug 02, 2012 2:58 pm Post subject:
Most of the times it will build duplicates of everything: 2x barracks, 2x tech center, 2x (in TI 4x) war factory, etc. And don't forget: a crapload of defences QUICK_EDIT
Most of the times it will build duplicates of everything: 2x barracks, 2x tech center, 2x (in TI 4x) war factory, etc. And don't forget: a crapload of defences
While ai in my mod is too easy. I found ai in Ti is too hard. One reason is they're build triple faster than player ( with multi factory ). Personally I like challenge ai but this seem too cheat for me. :p QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Aug 05, 2012 5:36 pm Post subject:
As said, it is being worked on. The current staff version should be a lot better, and if the staff gets of their asses and give me feedback, I can improve it even more QUICK_EDIT
I made a map in Final TI where I'm on an island and three other players are on another island. The map is set to reveal, and I tested it on every AI level.
They just spam as much units as the other AI's do, so it evens out eventually. AI's defend with pure numbers. _________________ Tales of War QUICK_EDIT
Play on maps where you can defend your base. Pig of Bays works, but some other maps work quite well too.
And hope you get luck with the early waves; if those aren't too bad you survive and can eventually take the offense. But as I said, you might need some luck with that since you can get some early wave combinations which break your defense with ease. QUICK_EDIT
My favorite defense strategy against the AI is to build a line of tanks and artillery and have repair tanks between them to sustain their health.Eventually they will get to elite status and be impenetrable leaving you to attack the AI's base without worrying about your own.Also don't forget about anti-air too and some base defenses could be used to back them up. _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
Joined: 12 May 2011 Location: United Kingdom - London
Posted: Sun Sep 30, 2012 9:46 am Post subject:
Good Strategy, i find walls are useless on small
maps in game, but
by replacing with base defense grid
lots of cannnons and turrets works for me the best.
Even ai spamming those units at me.
Artillery and small mechs best for defense.
Cyborg reaper and stealth tank for nod.
And Corridors of obelisk structures. QUICK_EDIT
I like using vehicles supported by repair tanks the most since their able to have an elite status and boost plus they don't cost money to repair and don't need that much micromanagement helping you in the long run.Only weakness is if their not elite their healing abilities could be hampered by exploiting the repair tanks weakness to direct fire.
Infantry are good to support as bait or reinforcement if elite,and boxing in AA units by walls with repair tanks are a much better strategy than sams or gatty's.I always prefer having less defense and maintenance management to more offensive coordination and control to conquer my enemies.
A good formation that's well controlled can destroy or cripple the enemy.Also if your having trouble with offense always aim for the CY as the highest priority followed by factories that can build an MCV and then other production facilities to the eventual finishing of other units or buildings to defeat that enemy.Also if they rely on tons of defensive structures sap their power supply or if their dug in aim for their refineries to cripple their base entirely.
If you react and retaliate smartly you should survive well. _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
My favorite defense strategy against the AI is to build a line of tanks and artillery and have repair tanks between them to sustain their health.Eventually they will get to elite status and be impenetrable leaving you to attack the AI's base without worrying about your own.Also don't forget about anti-air too and some base defenses could be used to back them up.
Ixonoclast I think you mean making holes because I'm not sending my engineers to "plug their holes" .Plugging would mean more so to repairing as in plugging a hole in a boat to those who believe I'm wrong at what I'm saying(got to get the point sharp ). _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
Joined: 12 May 2011 Location: United Kingdom - London
Posted: Wed Oct 03, 2012 7:02 pm Post subject:
Newer forget to create a couple of visceroids;
recipe:
explosive tiberium
a high number of infantry,
a very long valk near the enemy base:)
Others just come in time.
- Aro, i have missing the medic unit from,
both factions.
For GDI looking for a strong officer type infantry
+ who wears a hewy armor abit slower than
normal infantry + jeep transport vehicle for medic
- for nod like a limpet drone,
or a close clone of limpet drone looking for,
that has an inline stealth generator.
I do believe a medic is going to the GDI soon since I seen a GDI Medic in the infantry list on FinalTI. _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
To be perfectly honest, I don't remember why there is a GDI Medic in the list. It is used in the campaign here and there, but other than that I'm not sure why. I removed the GDI medic once I decided to make it a unit that makes the hospital a bit more useful. QUICK_EDIT
Well I can see the medic being a tech on unit being very balanced but I just miss using a medic as a unit to help maintain a defense strategy using infantry.Still I don't see any reason why medics on both sides would hurt other than changing the hospitals role,but medics on both sides would open up more beginning game/low tech strategies.Maybe medics on both sides could be implemented if the Globotechs medic had and area of effect healing attack?Just and idea,if both sides don't receive medics that's fine with me since TI's balanced and enjoyable how it is. _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
Medics don't fit to Nod. Nod uses either brainwashed cannonfodder infantry or cyborgs.
To GDI a medic would indeed fit, but it would imbalance the game. However veteran and elite abilities mostly make up for the missing medic imo.
The only possibility for both sides without making the GT medic useless, would be some kind of stationary, slow and weak healing object. I could imagine something like an upgrade for the barracks which gives them a small area healing field, so you only have to move your infantry close to them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Nod has the Hall of Faith for cyborg creation right? Well, give GDI a hospital. Hell, maybe even make it a mobile hospital, like the Mobile Sensor Vehicle. QUICK_EDIT
That's a very good idea and it couldn't heal while mobile but can when it's unpacked making it horrible for offense but great for defense.It could be called Mobile Medical Camp or Mobile Field Hospital and would have a machine gun that's the same as the Mobile Sensor Array when moving. _________________ Whatever doesn't kill you makes you stronger. QUICK_EDIT
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