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Will it make a good warmup before ranked match?
As for not pushing, there are a lot of variables that can cause that.
Maybe the AI evaluated (wrongly) that their units are inferior. Remember that the AI evaluates on a blob vs blob basis.
Maybe they get stuck and unable to find paths or their pathing is blocked by a destructible (happens on custom maps since map makers seldom consider how the AI works).
Maybe it's a custom gamemode that interferes how the AI works (gamemodes can override tuning packs, but tuning packs can't override a gamemode)
Or maybe it's just simply bugged since CoH2 AI has a lot of bugs.
its not the AI teammates becoming dumb, its the fact the AI was never made for AN games (Classic RTS style) at least what i think.
2. so under default squad utility, i want to set per_unit_scale_historical to 0 so they dom't dumb out?
also should i be doing anything with per_unit_Scale and or the squads part?
1. Any team weapon pickup by an infantry squad and/or squad splitting abilities (like conscript reinforce) will eventually bug out and cause the affected squad to get stuck in base.
2. You need to fix the ai_economy because the default economy file will eventually run out of things to build and thus builds nothing. Set the per_unit_scale_historical to 0 for units that you want to be built endlessly in late game, set it higher for early game only units. For example if you set per_unit_scale_historical to 1 the AI will only build one of that unit in the entire match. If you set it to 0.5 it will only build two, etc.
all im looking for is to make the AI in my mod (C&C with other factions) not dumb out after the 30min mark, as it's just sad to see expert AI give up after that point.
They are also good at putting them in safe locations to avoid being countered, which is pretty smart for the AI
Your only solution is play vs standard AI. Or ask Relic for a better AI.
Here's the tutorial by SneakEye that I followed to get the new abilities working : https://www.coh2.org/topic/108687/guide-merge-the-patch-with-outdated-tools
As for heatmap, you can study it in the ai_settings. I tried a lot of things and if I disable/lower heatmap threats the AI will suicide infantries into tanks etc.
I literally breaks any and all defensive doctrines as AI know where your defenses are,and avoids them entirely even if your camped on a central VP. You cant even get a kill with a PAK 43 in this game as the AI will never wander into its cone of vision
Do I correctly infer that putting your attribute files in the Tools directory will cause your attributes to replace the vanilla attributes as a "new vanilla" whenever we create or load a mod into the attribute editor?
And if that is the case, does it mean original squads/entities/etc or clones with the original blueprint names will pick up your changes, but new squads/entities/etc that have previously been cloned with new names will not pickup such changes when we load a mod into the editor?
(Let me know if those questions aren't clear - I'm trying to avoid writing a book to explain what I mean.)
FWIW, It's likely to be a while before I do much with this, but AI fixups has been one of my "hopefully someday" tasks ever since I started.
I'd recommend studying ai_settings first, especially change the tasks->max_num_attack_objectives to 100 (max) and max_num_capture_tasks to the max amount of capture points available in the map (mine's set to 16 which is good enough for most maps).
Does your attributes/ add any attribute classes, templates, enums, etc. or just change the default value of some of the already available attributes?
You need to do it with a win condition mod.
another way ...Would an increase to the Command points also cause desync? So if X side held all victory points for X minutes,add X amount of CP to other side. Something else i would try is if those conditions are met,winning side prioritise less points to capsture(giving a defensive state like Easy AI package) temporarily until they lost one flag of the 3, giving loosing side time to leave their base and counter attack.
I've played around with the idea of dynamic resource values (i.e if it's losing badly it'll increase resources, if it's winning or on par it'll decrease) but it always causes desyncs in both multiplayer and replay.
It is so hard to test. but i ran 10 back to back with OKW and UKF and on hard(expert is impossible for testing) giving UKF 1.2(as opposed to 1.15 your default) UKF won 4/10 and were compatitive overall. Even values slightly higher by .1 can see them overun the map in 10 minutes.
Yes some doctrines as you say are very good and some are a massive handicap for AI. In testing with vanilla,UKF are far worse,so thanks again for the mod,without it no manpower/pop changes could help them and their sim cities.
@YouMomcallme i dont have a version of the mod,im simply editing resource rates offline in -dev mode.If you want to use my tweaks,with friendly UKF: 3V3 enter this into Scar console
Modify_PlayerResourceRate(World_GetPlayerAt(2), RT_Manpower, 1.2)
Modify_PlayerResourceRate(World_GetPlayerAt(3), RT_Manpower, 1.2)
If enemy just adjust the number( x ) to correspond with the playable slot.
Post it on Steam Workshop pls.
In my attempts to balance UKF i have been editing their Manpower... VS OKW they get destroyed,badly everytime. So i gave them 1.50 manpower,and they destroyed OKW in ten minutes. I then tried lower value closer to 1.45, in this case 1.46,yet again they destroyed OKW. So i tested manually giving them 1.45 manpower, again they destroyed OKW( Yet this is the expert manpower rate and OKW are expert)
UKF are terrible, not just building wise but it seems their AI is not working when it comes to capping points efficently either,im desperate to tweak them to be competitive so if you can confirm any resource changes that would be great
I would classify this AI mod as an unofficial patch!
So for my own comp stomp experience im simply using -dev mode to alter a few resources to reduce armor and improve UKF(Maybe OKW) artificially
@Spring yeah it truly does. Gem of a modification