Harder AI desperatly needed, don't care if it cheats!
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- Warrant Officer
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Harder AI desperatly needed, don't care if it cheats!
Yupp, make it cheet, skip supply lines, script it until it glows red, make it so it always moves stacks of 5-6 units at a time.
In short, provide a challenge military, and NO DO NOT reinvent the wheel, when many many many other companies FAR biggers than Battlegoat has not been able to provide a good AI , I don't see you guys doing it, sorry :(
So, just make something that provides a challenge ..but give us the options to turn off the cheating for those people who can't take a challenge or something..
thanks
Janster
In short, provide a challenge military, and NO DO NOT reinvent the wheel, when many many many other companies FAR biggers than Battlegoat has not been able to provide a good AI , I don't see you guys doing it, sorry :(
So, just make something that provides a challenge ..but give us the options to turn off the cheating for those people who can't take a challenge or something..
thanks
Janster
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- General
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Hmmm.. i don't think it's a good idea...
It's from a programmers standpoint quit cheap to build some cheat things
into the program and where will it end...
So give the BG team some time to tweak and balance the AI....
* More protection resources/plants
* Not that idiot amount of supply units
* Better diplomatic interaction (so you get the idea -He the AI is watching
me)
Etc.. etc..
Cheers
It's from a programmers standpoint quit cheap to build some cheat things
into the program and where will it end...
So give the BG team some time to tweak and balance the AI....
* More protection resources/plants
* Not that idiot amount of supply units
* Better diplomatic interaction (so you get the idea -He the AI is watching
me)
Etc.. etc..
Cheers
- tkobo
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I think the AI is great right off the batt when war is declared, but suffers in prolongued combat. It reacts quite nicely to air or ground incursions, and will go after lost territory. The problem comes in dealing with sustained assaults. It moves 1-2 units at a time to a trouble spot, rather than moving with a stack of 7.
Concentration of force or stack movement would be hard to code, but may be easier if a "group move speed" is implemented. That way all units would move at the same speed, and the AI might be tweaked to prefer moving units based on an agglutinave strength value rather than what can get there fastest. You don't ever see the AI attacking with super slow units like garrison or conscripts, do you?
The above applies to making AT, Mobile infantry, and Armor mixed stacks. It would also help AI navies, which die nicely as they trickle into a feint by a patrol boat and get massacred by missles as the rest of my navy hangs back.
As far as aircraft goes, the AI is very predictible. It will never run air patrol missions, since picking where to send them may be beyond programming capabilities. You can always expect the AI to respond to any little airspace incursion, so you can set traps for their air by massing AA nearby. I've seen the AI use helicopters effectively sometimes, and sometimes not.
If the AI massed its artillery into 3-4 unit stacks, that might make it a bit tougher. Maybe a line or hundred about a preference for grouping artillery together?
Another thing that might make the AI a bit more interesting is if it used its air transport capability to paradrop units into your territory on a mass basis. I say mass simply because one or two air missions at a time can easily be defeated.
Supply and helicopters would not be easy to code. I know I have simply dispensed with supply trucks altogether, simply because my armies move too fast, and running 3 groups of 3 chinooks back and forth from my assault stacks is far faster. I don't know how you would code something like this.
Concentration of force or stack movement would be hard to code, but may be easier if a "group move speed" is implemented. That way all units would move at the same speed, and the AI might be tweaked to prefer moving units based on an agglutinave strength value rather than what can get there fastest. You don't ever see the AI attacking with super slow units like garrison or conscripts, do you?
The above applies to making AT, Mobile infantry, and Armor mixed stacks. It would also help AI navies, which die nicely as they trickle into a feint by a patrol boat and get massacred by missles as the rest of my navy hangs back.
As far as aircraft goes, the AI is very predictible. It will never run air patrol missions, since picking where to send them may be beyond programming capabilities. You can always expect the AI to respond to any little airspace incursion, so you can set traps for their air by massing AA nearby. I've seen the AI use helicopters effectively sometimes, and sometimes not.
If the AI massed its artillery into 3-4 unit stacks, that might make it a bit tougher. Maybe a line or hundred about a preference for grouping artillery together?
Another thing that might make the AI a bit more interesting is if it used its air transport capability to paradrop units into your territory on a mass basis. I say mass simply because one or two air missions at a time can easily be defeated.
Supply and helicopters would not be easy to code. I know I have simply dispensed with supply trucks altogether, simply because my armies move too fast, and running 3 groups of 3 chinooks back and forth from my assault stacks is far faster. I don't know how you would code something like this.
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Well you can always play a very weak region (like Timor) at theJournier wrote:I think it would be great if there was an optional "super" hard AI difficulty.
very hardest difficult level....
Man.. this scenario gives me real headaces....
NO MORE NOISY FISH [unless they are green & furiously]
I HAVE STILL A FISH IN MY EAR
I HAVE STILL A FISH IN MY EAR