Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 5:22 am
All times are UTC + 0
AI Navy Trouble
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Lazer
Vehicle Driver


Joined: 19 Jan 2015

PostPosted: Tue Feb 03, 2015 4:52 am    Post subject:  AI Navy Trouble Reply with quote  Mark this post and the followings unread

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?

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Feb 03, 2015 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Navy is screwed up that way...

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.

Back to top
View user's profile Send private message
Lazer
Vehicle Driver


Joined: 19 Jan 2015

PostPosted: Tue Feb 03, 2015 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

Thanks for the quick response.

Back to top
View user's profile Send private message
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Feb 03, 2015 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Feb 03, 2015 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Skype Account
Lazer
Vehicle Driver


Joined: 19 Jan 2015

PostPosted: Tue Feb 03, 2015 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's upsetting to hear. Thanks for all the advice. Really appreciate it.

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Feb 12, 2015 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

My "naval" AI does alright...

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

Back to top
View user's profile Send private message
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Feb 13, 2015 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Skype Account
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Feb 13, 2015 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 13, 2015 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Feb 13, 2015 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



Sea Control.txt
 Description:

Download
 Filename:  Sea Control.txt
 Filesize:  1.13 KB
 Downloaded:  9 Time(s)


_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 13, 2015 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Feb 13, 2015 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2131s ][ Queries: 13 (0.0098s) ][ Debug on ]