Company of Heroes 2

Company of Heroes 2

Zycat AI
239 Comments
1722488360 19 Jul @ 1:21am 
Very good mod that makes me dick spins
SachiDomainsNaomi 9 Jul @ 3:47am 
AI BOtz are Half life OWO
Player48 9 Jun @ 1:40am 
I want AI to be more skilled and aggressive
蓝色军舰头 11 May @ 7:44pm 
great work! :medkit:
LeiLaGorIlla 10 May @ 11:41am 
XD Tempest, you made me laugh hard
Tempest 19 Apr @ 4:54pm 
nevermind i was sleep deprived and forgot to micromanage
Tempest 19 Apr @ 4:45pm 
ai definitely gets smarter but i feel like they still have like at least 2x the resource advantage. This is especially noticeable on expert when i squad wiped two conscripts early game and the AI was still able to get multiple penals and a light tank. It's bs
Gleen Cross 2 Jan @ 3:12am 
CoH3 has a really good AI mod, let's see if this mod also works. Crazy how modders can perform a better job than the devs, why not ship the game with decent AI smh
Zycat  [author] 10 Dec, 2024 @ 1:29am 
"More fun, less monotony and absurdity" is what it is geared towards. It's not gonna have absurd timings like 5 min T-34 but it will field more variety of things more effectively.
Piece Of Time 9 Dec, 2024 @ 9:09pm 
So, Expert bots gonna be easier due to them not having infinite resources, but at the same time be harder due to them being much more competent?
Will it make a good warmup before ranked match?
Reebs 17 Nov, 2024 @ 7:39pm 
I like the fact that the AI tries to plant mines.
Zycat  [author] 8 Nov, 2024 @ 8:50pm 
Yes it does.
Chillzz 7 Nov, 2024 @ 9:26am 
Does this work in multiplayer?
Zycat  [author] 7 Oct, 2024 @ 12:01pm 
Sometimes they get bugged. On certain maps some starting points are bugged and the AI won't build 100%.

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.
commissar viktor 6 Oct, 2024 @ 8:12am 
I don't fully know the AI but being an veteran PVE player.
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.
♥ Mom ♥ 6 Oct, 2024 @ 4:36am 
weird but i feel like this mod make AI teammates become morons, they didnt push enemy to finish the game, they just idle and retreat to base or stack in middle , is there a solution in middle/late game ? or else the game will last forever because AI didn't pushing
McdoRonaldo 1 Sep, 2024 @ 10:35am 
mod is good, but I want to use this mod with no newspaper.... but can't use both at once :steamsad:
Zycat  [author] 23 Aug, 2024 @ 9:00am 
2. Yes the default and the individual overrides. Per_unit_scale works as a limiter similarly to historical but it only counts units alive, so if you put 1 it will only field 1 of that unit at any point. If that unit dies it will try to rebuild.
commissar viktor 23 Aug, 2024 @ 8:04am 
1. is not an issue for me. (not right now at least.)

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?
Zycat  [author] 23 Aug, 2024 @ 7:35am 
Several things, but the most important ones are :
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.
commissar viktor 23 Aug, 2024 @ 4:02am 
so how did you make the AI not become mega dumb after the 30min mark?
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.
~Piru Piru~ 5 Aug, 2024 @ 4:18pm 
Yeah I've played this for many hours and can say this does not fix the AI in any tangible way. Thanks for trying though.
Zycat  [author] 11 Jul, 2024 @ 6:43pm 
Yes I intentionally made OKW build more support weapons because they can retreat unlike others. And no I'm not updating it anymore since there's little to update (there's a minor bug but that's it)
Space Marine 11 Jul, 2024 @ 6:32pm 
Hello there. You still updating or taking care of this mod? I had a question about OKW's Support Gun spam, is this normal? Like, they build a LOT of those.
They are also good at putting them in safe locations to avoid being countered, which is pretty smart for the AI
Sisudatu 3 Mar, 2024 @ 12:20am 
oh okay
Zycat  [author] 2 Mar, 2024 @ 6:06pm 
If you disable resource gain on higher difficulties it actually becomes much easier than standard AI since the build orders were made with those increases in mind.

Your only solution is play vs standard AI. Or ask Relic for a better AI.
Sisudatu 13 Feb, 2024 @ 10:01pm 
but I want the more aggressive hard AI :c
Zycat  [author] 13 Feb, 2024 @ 4:21pm 
Yes, play against standard AI
Sisudatu 13 Feb, 2024 @ 5:45am 
can you please mention a gamemode where the AI does not cheat resources? I only found some that tweak the resource gain slightly or reduce the AI's resource gain and doesn't allow to change the victory condition (annihilation, victory points)
Zycat  [author] 13 Feb, 2024 @ 5:07am 
Well all I can say is check if it's enabled and some doctrines are worse for the AI.
~Piru Piru~ 12 Feb, 2024 @ 1:45pm 
This mod was working great at first, completely saved this game for me but the last few games it seems as if the mod has broken and stopped working as the AI has gone back to its usual dumb cheating default self of throwing units away mindlessly while spamming tanks with fuel it didn't have(just faced a KV8 flamethrower tank in the first ten minutes of gameplay on hard difficulty). I tried playing on standard and it was the same issue. Strange.
Zycat  [author] 11 Feb, 2024 @ 9:02am 
A little bit - see FAQ for in depth explanations.
Sisudatu 11 Feb, 2024 @ 2:01am 
does the AI cheat on hard?
Zycat  [author] 15 Jan, 2024 @ 7:43pm 
Putting attribute files in the Tools directory can change their properties in the editor of course. That being said, I don't mod any of the original files, I add custom files and workarounds to get the tools to recognize the previously unselectable attributes since the mod tools are over a year late vs the current version.

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.
Redarmy 14 Jan, 2024 @ 8:25pm 
im also thinking at studying your source files and getting into modding the AI. Trigg/Zycat is there any values that can be altered in the AI that prevents behaviour like AI sneaking through that one gap in your solid defense,and flanking with a stug3 up behind your AT gun?

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
Trigg 14 Jan, 2024 @ 7:06pm 
Thanks.

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.
Zycat  [author] 14 Jan, 2024 @ 6:13pm 
I do have some custom ebps and sbps to work around some issues like mines, OST bunker upgrades, etc. although most of them inherit their parent units so stats stay the same as vanilla even when updated.

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).
Trigg 14 Jan, 2024 @ 5:55pm 
Thank you for sharing your source. I'm working on a big tuning pack wherein the AI does a lot of stupid stuff and fails to use a lot of simple stuff, and I hope looking at your mod will help me figure out how to improve things.

Does your attributes/ add any attribute classes, templates, enums, etc. or just change the default value of some of the already available attributes?
Zycat  [author] 13 Jan, 2024 @ 10:47pm 
Anything that modifies the game causes desync when it's used in a tuning pack. So no resource adjustments, spawning units, etc.

You need to do it with a win condition mod.
Redarmy 13 Jan, 2024 @ 9:09pm 
Yes a dynamic resource adjustment would have been a good idea. The issue of desync,i wonder why. Did you try to add a flat extra resource amount( for example adding 100 minuitions/ 500 mp) or a increase to the rate,or would they both cause the issue?

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.
Zycat  [author] 13 Jan, 2024 @ 5:53pm 
The problem is that there's no way to set resources per faction in the AI files. With SCAR win-condition it's possible but with a tuning pack?

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.
Redarmy 13 Jan, 2024 @ 5:08am 
Thank you Zycat for confirming that

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.
Zycat  [author] 13 Jan, 2024 @ 3:59am 
I can confirm it's at 1.45x and it's probably the doctrine selection that makes it seem to be variable. Some doctrines are just bad for the AI (and probably for human players too).
YouMoMCallME 13 Jan, 2024 @ 2:30am 
@Redarmy Can you share your version of the mod ?
Post it on Steam Workshop pls.
Redarmy 12 Jan, 2024 @ 10:26am 
Zycat can you confirm, that expert AI has a resource value for manpower at 1.45? Im not sure if since you wrote that you changed values but it seems like its in fact less.

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
YouMoMCallME 9 Jan, 2024 @ 6:55am 
@Redarmy I agree
Redarmy 9 Jan, 2024 @ 5:04am 
Zycat why not ask relic to include this in the base game? Its not just a tweak to the AI it fundamentally fixes many of their issues,fixes the issue of AI breaking halfway through a game and doing nothing, and completely fixing stuttering that cripples my system and probably others in various maps,for up to 10 minutes.

I would classify this AI mod as an unofficial patch!
Redarmy 9 Jan, 2024 @ 4:58am 
@YouMoMCallME as Zycat said,there isnt much inside the AI files that can be done to truly fix UKF(And OKW a unique in their own way) any further. With the mod and most likely vanilla, UKF will loose badly most of the time to all other factions (extensive testing)

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
spring 9 Jan, 2024 @ 4:18am 
it plays better than many player:steamthumbsup:
YouMoMCallME 9 Jan, 2024 @ 3:06am 
Redarmy Are you balancing the Zycat AI ?