Posted: Tue Feb 03, 2015 4:52 am Post subject:
AI Navy Trouble
I've started using the "aieditv1.05" that someone on here was nice enough to show me. I've gotten the AI to do most of what I wanted, except use their navy. I set it to have the AI send their navy and attack buildings/structures/anything, and they have, once or twice. Most of the time though they'll send their navy fleet, attack only the opponents naval structure and maybe the boats around it, then they'll just sit there doing nothing. I'm not having trouble having any other teams attack certain things, is navy different? QUICK_EDIT
When Navy ship picks a land target and it has no range to engage and obviously can't move in closer, then they will sit there doing nothing as not realise to change target when can't reach the original chosen one.
Thus telling navy any specific targets is only going to end badly when out of range. QUICK_EDIT
Don't the dreadnought and aircraft carrier have pretty big ranges though? Would giving their weapons a ridiculous range help the problem at all, or is this something not really worth putting time into?
They are just too stupid to target the buildings. Navy auto/AI targeting is restricted to the place its in: water.
You can script the AI to attack individual objects, but they will never automatically attack enemies (IIRC not even when hunting) _________________
The AI and navies don't work well together. I've spent hours trying to work on a good solution but there really isn't one. Make them hunt other naval units and naval structures. Sometimes you can get Dreadnoughts, Aircraft Carriers and Boomers to bombard land structures, but it's rather rare for them to do so. In all honesty, fine tuning the naval AI is pretty much a waste of time. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
One good tactic is to have carriers/dreds attack defensive structures, which paves the way for air strikes and paratroops.
Also remember you can explicitly tell them what to attack, instead of the generic factory attack, tell it to go destroy a GAWEAP if the enemy is allied, then switch to other targets.
This doesn't guarantee good performance, but a balanced AI should have a lot of variety to choose from, and a lot of complementary tactics in the case that some aren't applicable (or achievable) ... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You can do that, but if the AI picks a target outside of its range, it will get stuck and stop trying to attack. It's best not to fiddle the naval AI too much since it has a propensity for being stupid. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
I would say this is where a mod has to balance units/ranges with maps, and tactics.
I have made maps all the way back to ra1, and there's a purpose to naval-friendly maps... like we don't encourage the AI to do something like build a naval yard in a pond.
Nor do we make the water body accessible to the starting positions if it's useless to use it. This all but prevents AI players from wasting their time, while allowing crafty humans to expand towards it for a forward air defense. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You can do that, but if the AI picks a target outside of its range, it will get stuck and stop trying to attack.
That is unexpected. Aren't units in RA2 at least trying to get as close as possible to the target even if the path is blocked?
I'm pretty sure tanks with a target behind some cliffs, would still move next to the cliffs to get as close as possible.
Does ship pathfinding work different in RA2 than ground pathfinding?
Even in the TS mod DTA, ships are able to at least move as close as possible to the target. Though Bittah did a lot of testing to find the best terraintype setting to achieve this.
The result is, that in DTA, water areas and ground areas are completely separated by an impassable border. Using Ice terraintype on shores and Rock terraintype on cliffs.
Thus a ship can never calculate by accident a path over normal ground and thus get stuck.
Units getting stuck or losing their path instantly is usually a problem of terrain tiles with bad terraintypes.
Like a ground unit MovementZone seeing water as passable terrain, while the SpeedType says water is impassable, and thus the calculated path coming from MovementZone conflicts with the SpeedType area on which the unit can move.
With RA2 even having a dedicated Float MovementZone i would have expected better Pathfinding and less hassle/workarounds than in TS. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I have played with the "Naval AI" and it is true that it has problems targeting stuff outside of the "water barrier", it can still attack stuff in the water.
If you are not happy with the performance outside the "water barrier", then I can propose a "sea control" AI.
Basicaly it will make your stay in the water very costly. It keeps sending squids, since I made it to reinforce the Taskforce.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 13, 2015 11:16 am Post subject:
Lin Kuei Ominae wrote:
*snip*
Pathfinding is not the problem. It's due to the heavy separation between ships and ordinary stuff imo, like if the naval AI threat-scanning ignores anything on the ground unless told specifically to attack. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Yea I look at the AI navy as predominantly focused on keeping YOU out of the water... because let's be honest, you wouldn't BE in the water if it didn't help you QUICK_EDIT
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