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Great mod!!!!! (but not perfect, yet)
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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Tue Aug 24, 2010 6:57 pm    Post subject:  Great mod!!!!! (but not perfect, yet)
Subject description: AI problems
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First, I want to say that I like this mod a lot, I think it's a lot funnier than vanilla C&C3 and more than that, I feel that it's the way that the game had to be, because I see a real connection with TS (that C&C3 didn't have) but not being a remake.

Well, I want to help, so I have to say also what I don't like about the mod, and it's the AI. When I play in a map with the mod enabled, against a hard enemy, I realized that it's a lot easier than doing the same playing vanilla C&C3. And I play a lot skirmish, but I don't know if it's different to play in a map or another, so if you want I can test the mod in various maps and give you feedback.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Aug 25, 2010 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think the AI is moddable....

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 25, 2010 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
I don't think the AI is moddable....

Correct. Or at least, partly correct: you have to be bloody careful what you edit, or you get nasty random crashes ingame.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Wed Aug 25, 2010 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what happenned? Why the AI now is that bad? It should be as good as vanilla C&C3, shouldn't it?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Aug 26, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

CnC3 isn't known for it's AI flexibility. The main guy behind Revora's Dawn of War hub tried to enhance the CnC3 AI to no avail.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Aug 26, 2010 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

One of the AI's worst problems seems to be that it spams APC's as its main attacking unit as GDI (or at least the Brutal AI does that).

I find the hard AI easy in both original C&C 3 and in TE, brutal AIs give a nice challenge.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Aug 26, 2010 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
One of the AI's worst problems seems to be that it spams APC's as its main attacking unit as GDI (or at least the Brutal AI does that).

I find the hard AI easy in both original C&C 3 and in TE, brutal AIs give a nice challenge.


For me, they spam Titan and Rocket man instead.

For me
Hard = too easy
Brutal = too hard

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Fri Aug 27, 2010 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

C&C3 stock AI’s are a major pain in the ass to successfully modify. Even if it appears successful, the modifications almost always end up being responsible for late game instability. IE random CTD’s. However, since C&C3 utilizes adaptive AI, that particular aspect can be played upon for desired effects. For example, if you modify a weapon or unit to be very potent, with a high cost efficiency, the AI will favor that unit when creating teams. Conversely, give a unit ineffective weapons, or cost effectiveness, and the AI will rarely if ever construct it. So there’s room to play, but very little.

After finally realizing this limitation. Well, that’s my primary reason for abandoning work on this game. No matter what gets modified, added, edited, and tweaked, it’ll still be the same AI.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Sun Aug 29, 2010 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sedistix wrote:
C&C3 stock AI’s are a major pain in the ass to successfully modify. Even if it appears successful, the modifications almost always end up being responsible for late game instability. IE random CTD’s. However, since C&C3 utilizes adaptive AI, that particular aspect can be played upon for desired effects. For example, if you modify a weapon or unit to be very potent, with a high cost efficiency, the AI will favor that unit when creating teams. Conversely, give a unit ineffective weapons, or cost effectiveness, and the AI will rarely if ever construct it. So there’s room to play, but very little.

After finally realizing this limitation. Well, that’s my primary reason for abandoning work on this game. No matter what gets modified, added, edited, and tweaked, it’ll still be the same AI.


I guess our real hope lies in the Community SDK when it's finished...

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White Wolf
Vehicle Drone


Joined: 20 Dec 2008
Location: Front line between GDI and Nod...and EA

PostPosted: Tue Oct 26, 2010 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another critical problem is when the AI creates so many Harvesters that they gather around one single Tiberium Refinery to the point that a Harvester gets jammed inside, effectively cutting off money flow and severing any further attacks on the player and/or other opposing AIs...

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