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AI generally tends to always get heavier vehicles because there's really not much downside to that and I want it to use all of its resources (so spending fuel). Of course the downside is if it's like a chokepoint map where it just feeds the vehicles... Maybe one day I'll address that but yeah.
There's a lot to that stuff, I'm trying to make sure AI uses pretty much all units that I've implemented at least in some situations.
The numbers are kinda magic, it's really hard to balance them or know precisely how they work together, so it takes a long time to truly figure out great balance, but yea I've not been tweaking them too much for a long while now, I am pretty happy with where things are.
Some of the numbers don't scale linearly such as how it scales its AT defenses and especially how it counters the first potential enemy armor.
Maybe something people won't expect is that there's an archetype for rushable units, so in some cases it will just opt to rush the defensive setups, and of course especially stuff like snipers.
The ability avoidance timing is something I have to define by hand, so I am guessing halftrack barrage numbers aren't setup correctly. Needless to say it's pretty annoying to choose those numbers well because it's hard to account for barrage distance. I'll take a look.
The reason you're seeing AI build a lot of team weapons is because it thinks these are the types of units that will beat you, in normal circumstances it makes a pretty varied composition that's pretty similar to what you'd see a human make.
Seems like you're playing very static, so of course AI will build up a large force of units which will be able to destroy emplacements, bombard you.
It has memory of where it saw units, so especially for emplacements it will keep bombarding, but even vs team weapons and rarely vs normal units it will bombard into fog of war if it sees its opponents hold the same positions, and especially if they're clumping up.
Or am I not doing the right thing?
Thanks.
Changes:
- Implemented functionality to respect AI players' lobby battlegroup selection - AI custom economy functionality is now slightly delayed at the start of the game.
- Implemented functionality for AI to focus less on particular bases if that player's base is fully destroyed.
- Fixed an issue where in Annihilate mode (when 0 VPs are chosen) destroyed HQs would remain targetable.
- Fixed an issue where AI was still respecting exclusivity requirements on 221 upgrades (this was changed in 2.1.2 patch).
- Fixed a crash to desktop issue which players would encounter when playing with custom tuning packs (such as Spearhead III).
- Added a small 'AAI version' field at the end of game mode options to make it easier to determine if the mod properly updated.
Changes:
- Elefant CP cost updated to patch 2.1.2 value.
- Fixed an issue where AI would build emplacements with population cost even when reaching population cap, leading to it being unable to reinforce its units and also reaching population values not normally possible.
- Game resource rates are now adjustable using sliders rather than dropdowns.
- Further action speed slider value balancing, reducing update count in large unit count situations to improve performance.
- Reduced purchase priority of emplacements when reaching population cap.
- Formatting relevant percentage settings with a % symbol at the end.
@Malang Reproduced the emplacement resource cheating issue now, will work on fixing it.
When Ai plays 'Luftwaffe Battlegroup', AI repeats actions below :
1. Try to build Cache or Bunker.
2. AI orders to build Cache or Bunker but sometimes, there's no manpower cost
3. AI Cancels building
4. Manpower retrieved(!!)
5. Spam Units or Bunkers with copied manpower.
Because of this, at 3:00, AI has 8 units, and 1000 manpower.
In 7 min, AI reaches 97 pop but still has 784 manpower.
When AI's pop reaches cap(100 for my config), AI starts to spam bunkers and Flak 36 AT. Moreover, I can't know how AI did it, but AI ignored 100 pop cap and started to build more and more Flak AT everywhere.
Now, tons of Ai's Units are stuck in their base : In my opinion, because of the pop limit, reinforcement is impossible -> those squads are not in perfect condition, so they don't come out.
At 26:42, now AI reaches manpower cap : 9999, and most Ai's units(10 squads) are stuck in their base : waiting for their meaningless reinforcements forever.
But even so, the results will be much worse than playing this mod vanilla. Big change tuning packs aren't directly supported, there's a lot of coding of unit behaviors by hand, so when the tech tree, abilities, ranges, and units themselves are different, the mod doesn't really know how to handle that.
There's a base behavior for infantry and vehicles, and vanilla AI can handle purchasing things, but yea it'll have lots of issues.
I'd have to implement support for those mods by hand, which I've considered for a bit, but upon researching it, I realized it's a pretty unreasonable amount of work heh.
Changes:
- Reworked/fixed repair depot functionality.
- Implemented functionality to make AI vehicles stop and wait for repairs when they aren't initiated by AI itself or initiated by autorepair sources.
- Implemented Carro Armato M13/40 machine gun upgrade.
- Kettengrad added to indirect unit group for large scale movement considerations (will avoid enemy better).
- Reduced priority of purchasing BAR upgrade.
- Bulldozer bunker buster target filter switched from generic clump to satchel, updated range.
- Minor adjustments to light vehicle safety parameters.
- Added a small 'AAI' text to bottom right of the screen indicating that the mod is active in-game.
- Bug fixes (see notes for details).
My friend and I've been playing with it for a long time now.
I just a have a question:
What do percentages of AI infantry received accuracy actually mean?
What if I want to set my bots without any advantages so they would not differ from actual people, should I set it to 100?