Joined: 18 Jan 2011 Location: behind a ; deep in your .ini 's
Posted: Wed Feb 09, 2011 5:54 pm Post subject:
My AI is super camping
Subject description: And i dont know why
The AI in my game now camps super style like ive never seen before.
I mean, they build hundreds of infantry and sit them at base.
It took me 4 waves of over 150 Stealth Blackhands (just a little stronger than standard light infantry) to crack each team and bring them down.
i also used about 70 flame tanks on one team too.
and it differs with each team.
One team camped is about 600 disc throwers, and it took me half of the evening to take them all down. and about 200k in credits.
One Team camped with about 120 cyborgs, another with about 700 rocket infantry,
these numbers are not exaggerated, I swear to you.
Here is 2 examples of the final team on that map camping.
This is my 2nd SBH attack on the Green Base, and its million rocket troops.
-note- rocket troops have 200 hp now.
this is my final build up to annahilate that team.
another thing, is that if you destroy a teams production and tiberium refinerys, they sell the rest and ALL the infantry in the base rush to your base. its quite scary.
this is the pink team after i killed their main buildings with airstrikes
If my base didnt look like this i would be very afraid
so, can anyone explain what has suddenly made the AI do this, and does anyone know how to make them use "steamroller" tactics, instead of the steady drip drip drip of units they send?
as in, instead of 4 disruptors, its 24, instead of 8 titans, its 40, instead of 8 infantry, its like 80... etc QUICK_EDIT
Did you happen to allow multiple Barracks to be build, together with a MultipleFactory bonus, thus causing the cloned-units-bug or whatever it's called? QUICK_EDIT
If you want, I could post my own TS AI here. It's not exactly as good as some mods' AIs (such as TI), although it's pretty close (my mod AIs are based on it, but since the mods' AIs have been heavily modified from that and it's all based on vanilla TS, I think I'm allowed to post it).
I suggest to change the tags MinimumAIDefensiveTeams and
MaximumAIDefensiveTeams, in my Rules.ini I have them at 1,1,1 and 2,2,2 values respectively, because that way they're supposed to have less pool teams. Please correct me if I'm wrong.
The other thing that I have thought is in the AI.ini, to make more "attack" teams, changing some pools or making new teams that take units from pools so they don't stay in the base.
Hope to help, good luck!! _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Posted: Thu Feb 10, 2011 1:39 pm Post subject:
camping
TiberFCSL wrote:
I suggest to change the tags MinimumAIDefensiveTeams and
MaximumAIDefensiveTeams, in my Rules.ini I have them at 1,1,1 and 2,2,2 values respectively, because that way they're supposed to have less pool teams. Please correct me if I'm wrong.
The other thing that I have thought is in the AI.ini, to make more "attack" teams, changing some pools or making new teams that take units from pools so they don't stay in the base.
Hope to help, good luck!!
I had this issue in Yuri's revenge and I was told to do the same with max defense and it did not help me. With my AI not only were infantry created by the dozens, but it did the same with my engineers. Having about 300 soldiers defending the base was kinda annoying it took forever to beat them ( with 4 AI tems = 1200 troops lead to 5 hr game). But having 40 engineers there they did repair the base quite well. Hopefully changing it will will have better results for the game. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I suggest to change the tags MinimumAIDefensiveTeams and
MaximumAIDefensiveTeams, in my Rules.ini I have them at 1,1,1 and 2,2,2 values respectively, because that way they're supposed to have less pool teams.
What value are you using for InfantryReserve in rules.ini? The AI will ALWAYS keep buying infantry until it has less money than this key states. If you have a low value here and the AI has offensive taskforces that consist only of infantry, it will keep building them over and over. Either add some vehicles to the taskforces, or make the InfantryReserve value very high. Think it was set to 50 000 in RA2. Default TS value is 3000. _________________ QUICK_EDIT
Joined: 18 Jan 2011 Location: behind a ; deep in your .ini 's
Posted: Mon Feb 14, 2011 3:02 pm Post subject:
Sorry for this late reply, ive been unable to reach the forums, also due to the same problem my post was repeated 3 times. I was trying to post it, but an error box kept appearing saying somthing about DEBUG. and then I tried to get back to see if the post went through and it wouldnt let me.
anyway back to tiberian sun.
On small maps with lots of players, this problem makes the game run so slow its unplayable, making me sad face.
heres a pic of the orange team from a game i had on hextreme last night.
my game ran at about 1 or 2 frames a second looking at all these infantry, and even in my base where there was hardly anything it still ran at mabye 3 to 4 frames a second.
I managed to kill their production and SAM capabilities, but the aircraft took SO LONG, to re-arm, it would have been much faster to destroy them and re build them so they have full ammo again. based on prior knowledge, all i need to do is kill their harvesters and radar, then they should sell the rest and go on a rampage. but my game freezes before i can do it. there is simply too much to cope with.
I dont have 3 hours to spare to build 1 Recon Bike. so...
yea, very very annoying. though if they actually RUSHED with all those infantry, that would be insane! and i would LOVE THAT. but they dont, they just sit at base and block everything from moving, and cause such a massive slowdown that its impossible to play.
I couldnt even move my camera into the shroud where the other bases would be, signalling that all the teams had done the same thing.
@superjoe: the same, i didnt change this value
@^Rampastein: I would like that.
@Lord Unforgiven: what is this?
@Dutchygamer: certainly, ive put both my rules and ai .ini's here so you can see what it is for yourselves
Joined: 18 Jan 2011 Location: behind a ; deep in your .ini 's
Posted: Mon Feb 14, 2011 3:50 pm Post subject:
FurryQueen wrote:
Take Hospital=yes off of your BARRACKS!
alright alright keep your shirt on.
but, if i do that then nod cant heal their infantry and its annoying.
why would this make the ai go crazy... i dont understand
i was also going to ask in a new thread how do you make the hospital function work permenantly, for right now you can only heal 1 unit and then it doesnt work again which is not really that annoying, but id rather not have to build a new barracks every time i need to heal an infantry unit. QUICK_EDIT
but, if i do that then nod cant heal their infantry and its annoying.
why would this make the ai go crazy... i dont understand
This is a known issue with Tiberian Sun and the AI goes apeshit with infantry when you add Hospital=yes or Armory=yes to a Barracks. Hyper might know why it does that, but the AI is crazy like that. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
So if Hospital=yes in on the Barracks, the AI automatically treats infantry like the Service Depot with vehicles. When there are lots of units in taskforces, they'll have over five units on the depot at once and they won't come off.
I had a camping problem once but caused by this. Rather than spending lots of time to make the AI create bigger bases, I changed AIBaseSpacing from 1 to 2. (makes it look bigger) For some reason if you change it they don't send taskforces. (It may just be my taskforces, not too many units) QUICK_EDIT
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