Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 30, 2008 11:34 am Post subject:
TI Public AI topic
Here I will inform you of some of the tactics the AI will use in Twisted Insurrection. Here are some stuff that are already included:
-Defence: the AI now notices your tactics. If you're building a lot of War Factories to speed up the build progress, the AI will train more anti-vehicle squads to defend his base. If you build a lot of airpads, the AI will go in anti-air mode.
-Attack: as with defence, the AI will notice if you begin to turtle in. If you build a lot of refineries, he will begin hunting your harvesters and refineries. If you have multiple conyards, he will hunt them down. You have a lot of artilleries in your base? He bombs them with air units. Also, be aware for Nod with their Sub APC's. They are used a lot more, sometimes combined with other attacks...
-Misc: besides defending and attacking, the AI will also use his engineers in more then 1 way. They will try to repair damaged bridges, and capture some of the civil guns for their use. Last edited by Dutchygamer on Tue Dec 30, 2008 7:43 pm; edited 1 time in total QUICK_EDIT
i hope it's nearly impossible hard without you noticing too much, that the AI cheats. _________________ SHP Artist of Twisted Insurrection: Nod buildings
GDI needs to try blitzkrieg (Orca bombers on defences/PPs then fast tanks and APCs attacking) _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 30, 2008 12:36 pm Post subject:
Crimsonum wrote:
Just make sure he hasn't got an ion cannon when I'm still building my war factory :O
That's something that I can't fix. Even though I can say that in the games I played against both GDI and Nod, that I had plenty of time before I was hit by the first SW QUICK_EDIT
...though I probably will quit in frustration and play a new map, until I find one that I can turtle in effectively...
...not. Dutchy, you've outdone yourself. If I spam airfields and not build aircraft... AI got fooled? _________________ Please, read the signature rules of the forum. QUICK_EDIT
...not. Dutchy, you've outdone yourself. If I spam airfields and not build aircraft... AI got fooled?
If the AI can be really fooled this way, i would love it to play against the AI. Finally some tactics are needed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Tue Dec 30, 2008 7:26 pm Post subject:
I remember few times I used this tactic:
Expansive Sitzkrieg
This is hard for foolish standard hard AI to break. Really massive arty rush can beat you in a while if you are using this tactic. Large arty rushes push player to get out of his pathetic [strike]castle[/strike] base. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
This sounds to be a much improved AI. I look forward to attempting to defeat it. Last edited by Orac on Thu Jan 01, 2009 3:19 am; edited 1 time in total QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 30, 2008 8:07 pm Post subject:
Well, I'll tell you guys something: I'm now busy on the Hard AI, but I'm thinking of creating an even eviller AI, one that even I can hardly beat. The Hard AI I'm busy on now will be Medium AI then. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Dec 31, 2008 7:07 am Post subject:
Definitely only make the Hard AI cheat (extra money, etc., etc.)
Also, is it possible to make the AI scout? I mean, just for appearance sake? Before it actually attacks, it sends in some bikes or infantry to your base. I'd be a nice touch.
And it would be soooo awesome if you guys made tech level 9 be the highest tech level, and have tech level 10 enable Super Weapons. _________________ Destroy to create. All for the hunt to dominate!
Dutchy, you're gonna make TI the most _hardest_ mod in the world to beat. Though I'd love to see the carnage the AI produces when attacking each other... _________________ Please, read the signature rules of the forum. QUICK_EDIT
AI vs AI. Now I would like to see that.
But this 'Even Eviler AI', would it simply be larger and more aggressive, or deadly efficient - Personally I'd like to see a mixture of both. QUICK_EDIT
Although I like the idea of an adaptive AI, there should be some things that make the AI seem more human. For instance, the AI shouldn't begin to assault you until they "Find you" IE they send scouting units here or there to explore the map, then once they "establish contact" they begin assaulting your position. Thats one thing that REALLY pissed me off about CNC3's AI. THEY down right KNEW when you built engineers, 3 seconds later, hello mister Nod Buggy here to piss me off.
Anyway, having little human quirks is something that makes the AI more interesting. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Human like AI.....
The thought of that is pretty weird but it would be nice if the AI would ACTUALLY scout before swarming in like bees to a honey theif.
If you make it too smart it may start acting too smart and know your every move eg. you move a couple stealthed units to lay wait and the AI suddenly moves his units around your pretty little ambush.
*I wonder if the TI AI is as evil as mine... 16 siege tanks , [5 seconds later] iontank then 16 titans , 4 orca bombers, 16 wolverines defeat that assault then [1 minute later]16 light tanks 16 cheetah scouts , about 30 to 56 light infantry , 16 disc throwers , 16 jumpjets and to top it off 2 mammy mk2s. _________________
I'm very inactive here at PPM...
Got other things doing.... QUICK_EDIT
The original Vanilla game had a concept of having different AI personalities, similar to that found in CNC3. Each AI had its own Quirk like favoring a particular strategy or having a build personality.
But in reality, a human doesn't execute one particular strategy to the letter anyway. One man's turtle is by using lots of buildings, and another man's turtle is by using a mobile attack force to counter threats. Also, people like to spam and do other things of that nature as well, and execute some of the more evil strategies like the sub APC commando/engineer rush for the MCV, or the Orca Bomber and Carry-all Assault.
Having an AI that starts getting pissed as his units die would be pretty funny IMO, but it needs taunts
Over/Under estimates would be pretty cool tool. And being able to somewhat fool the AI or set up effective ambushes and vice versa would be really cool, like have them set up an entire second base, but these things are probably beyond the AI. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
I like flying a apc of engies on a carryall into another player's base, capturing and undeploying their MCV, then flying the MCV back out. I want an AI as EVIL (Not brutal, just underhanded) as a human - An AI which hits you below the belt, which likes to torture you before you finally bite the dust, I want the most unfriendly AI known to man! And I want TI, of course.
Quote:
Having an AI that starts getting pissed as his units die would be pretty funny IMO, but it needs taunts
If AI spammed units like humans I would stop playing RTS games for a while and I quote "FOR A WHILE"
Any way I usually build about 12 refineries and about 24 harvesters if i'm playing on tiberium forest.
Then I spam helipads and war factories.
Then Spam Orca Bombers and juggernaughts. _________________
I'm very inactive here at PPM...
Got other things doing.... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jan 01, 2009 5:22 pm Post subject:
Hey guys, I appreciate your posts, but you do know 90% of what you say is completely impossible to do with TS AI
@ Regulus' first post: I know, I hate it too, but that is how AI works: it does something when something triggers it. In example, how do I check if the player is turtleing: I let the AI count the amount of ConYards, even if he hasn't been in your base in the whole game. The AI sees everything. Another example of the all-seeing AI: how do you think he can exactly pinpoint your Stealth Generator and blow it to smithereens every time with his Ion Cannon? QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Feb 20, 2009 2:05 pm Post subject:
You may notice the lack of updates: I've been busy with redoing the AI from scratch. It still has the stuff mentioned above (AI capturing tech structures and repairing bridges as most important). I have a free week now so you can suspect some more updates soon QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sat Feb 21, 2009 1:36 am Post subject:
Awesome.
Is it possible to make skirmish maps that ally you with an AI automatically? The map would have to be like the Offense Defense in YR. 'Cause that would be sick. _________________ Destroy to create. All for the hunt to dominate!
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Feb 21, 2009 10:38 am Post subject:
DoMiNaNt_HuNtEr wrote:
Awesome.
Is it possible to make skirmish maps that ally you with an AI automatically? The map would have to be like the Offense Defense in YR. 'Cause that would be sick.
Allying with AI is impossible in TS Skirmish. It can only be done in SP. I think it's a shame too... QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sat Feb 21, 2009 9:10 pm Post subject:
I wonder if the code was left over from RA1, before that game patched to 3.03, (I have version 2.00, Counterstrike & Aftermath) you could ally with the AI, by simply selecting their units and pressing A.
It kinda sucked though, as the AI seemed to die (and this when Paranoid=no was set, and CompEasyBonus=no, and other things), it would simply mobilize units all over the map, mostly to your base (AND THEY'D Run OVER YOU'RE INFANTRY!!!! Must... do, SOMETHING-), and they wouldn't attack. However, I don't think this is the case when you ally with one at the very start of the match, by sending 1 unit and making sure he doesn't attack anything, then allying; I think if it's done that way, the AI hasn't targeted you yet, and will function normally.
- - -
But, yeah, that ain't TS. So, I guess you can't make custom maps with AI alliance triggers for skirmish? That is a shame. I mean, 8 player FFAs are fun, but some variety is always good. _________________ Destroy to create. All for the hunt to dominate!
I wonder if the code was left over from RA1, before that game patched to 3.03, (I have version 2.00, Counterstrike & Aftermath) you could ally with the AI, by simply selecting their units and pressing A.
In TS it is mentioned. If you go to the Keyboard setup in the options menu it says that you can set the alliance in the quoted way. I couldn't get it to work, Skirmish, LAN, or Online, but maybe Hyper and his Hex Editor can work it all out.
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