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AI cheats
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 24, 2008 10:59 am    Post subject:  AI cheats
Subject description: Post all your TW/KW AI cheats here!
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I want to gather a list of all cheats the AI does. This is both for TW and KW. I'll start:
-using the Tiberium Vein ability in an area with no Tiberium fields around, IE, the middle of your base
-using the Devour Tiberium ability from the Devourer Tank/Reaper Tripod on non-Tiberium objects
-using the Detonate Tiberium ability from Ravages on non-Harvester/Refinery objects, including objects that aren't from the enemy (bridges, civ structures, etc.)
-following stealthed units inside it's own base with units that can't detect stealth units. IE, following flying Shadow teams with Shatterers.

I know it may be stupid, but as an AI editor, I want these things fixed asap #Tongue I even may put this list on the EA forums Laughing

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TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Jun 24, 2008 11:11 am    Post subject: Re: AI cheats Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
I want to gather a list of all cheats the AI does. This is both for TW and KW. I'll start:
-using the Tiberium Vein ability in an area with no Tiberium fields around, IE, the middle of your base
-using the Devour Tiberium ability from the Devourer Tank/Reaper Tripod on non-Tiberium objects
-using the Detonate Tiberium ability from Ravages on non-Harvester/Refinery objects, including objects that aren't from the enemy (bridges, civ structures, etc.)
-following stealthed units inside it's own base with units that can't detect stealth units. IE, following flying Shadow teams with Shatterers.

I know it may be stupid, but as an AI editor, I want these things fixed asap #Tongue I even may put this list on the EA forums Laughing


yep i get them
but thats all i've noticed,
only thing that you haven't got is shadow teams tend to have a animation error involing them shooting from the air which could be the reason to some DS,note the shadow team belonged to a AI

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 24, 2008 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I got another one:
-not specially the enemy AI, but more the global pathfinding AI: units have the tendency to try and drive underneath enemy walkers, which results in them being crushed. Especially irritating with Nod Harvesters, which can't be seen by the walkers.

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TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Jun 24, 2008 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
I got another one:
-not specially the enemy AI, but more the global pathfinding AI: units have the tendency to try and drive underneath enemy walkers, which results in them being crushed. Especially irritating with Nod Harvesters, which can't be seen by the walkers.


a Global one here too,
any squads seem to be singlaur,
cultist are built and one 1 only appers,with no ability,
and a running glitch where the cultist stands still and runs on the spot
before slowly moving away.

Also units garr-ed into a epic are lost and once its full in a new battle,it can upload more units into it reguardless of space.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Jun 25, 2008 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

The Hard and maybe even Medium AI will know you build an engineer, and immediately counter it, even in the beginning of the game, with a raider buggy, or apc, or scrin equivilant.

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Tue Jul 01, 2008 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regulus wrote:
The Hard and maybe even Medium AI will know you build an engineer, and immediately counter it, even in the beginning of the game, with a raider buggy, or apc, or scrin equivilant.


OMG That is SOO annoying!!! It's bad enough with GDI APCs, but with Nod Buggies costing $300 less [ADDED: or $200 less in KW] and being about 50% faster, it's absolute hell! (Pardon my language)

You need an army of rocket troops or at least a few APCs (to carry the engineer) to stop the AI's raider buggy counter... that happens within 45 seconds of the game starting...


- Commander Kurtis

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 01, 2008 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, it's irritating. That's why I use Engineers a lot less then in RA2 IE... Bloody all-seeing AI #Tongue

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Supa Killa the II
Civilian


Joined: 03 Aug 2006

PostPosted: Wed Jul 02, 2008 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

In KW (atleast) the Brutal AI builds Groth Accelerators to patches created by Seed Tiberium ability although they wont work lol

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TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Wed Jul 09, 2008 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

juggs and behemoths don't havn walking animation and are fastter when reacting to attack.

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