Company of Heroes 3

Company of Heroes 3

Advanced AI
1,109 Comments
[901st] Medojed 28 Jul @ 3:10pm 
Well, I played couple of games and seemingly they stopped doing this, I did not spawn a single MG and instead switched to Brits and used infantry sections and engineers to bully my way against the enemies and it worked out. By constantly just moving everywhere they used infantry and normal vehicles, completely forgetting about artillery.
AGameAnx  [author] 28 Jul @ 12:04pm 
Indirect unit values also don't scale linearly. Relic somewhat forces my hand here really because coastal BG exists. But even so, AI will get more indirect units than a human for the most part, because AI is just not that good at breaking defensive positions by other means, and it's really beneficial for AI to have units which deal damage without taking damage Of course some people really don't like playing against this, but now there's a slider which lets you adjust this.

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.
AGameAnx  [author] 28 Jul @ 12:04pm 
AI custom economy balancing is something I always work on. There are a total of 7 unit archetypes (units are allowed to have any weights for any number of them), that AI tries to balance for and counter.

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.
AGameAnx  [author] 28 Jul @ 11:59am 
Mortars reveal themselves when they deal damage I believe (or maybe even right as they fire, but I don't think so) and AI will target them quite fast especially if they're somewhat close to enemy units. There's a functionality where units in combat will request nearby artillery support and target visible team weapons and such, akin to how a human might immediately smoke out or barrage machine guns in a real match.

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.
[901st] Medojed 28 Jul @ 11:32am 
The main issue I had with fog of war is that I repositioned my mortar several times in the span of 2 minutes, it never saw it but always barraged it with it's own mortar. And yes it dodges abilities before they even finish casting. I cast my barrage from the US halftrack to a location and before the truck even started firing it immediately started retreating. But as I said, I will try to fix things on my own end, thank you.
[901st] Medojed 28 Jul @ 11:29am 
Thanks for the reply though, I thought the AI just behaved like that normally, but if it adapts actually based on what you build then I will try to see what's up. To me it seems like I am doing alright for it to not spam the same units over again, but if what you said is true, then there has to be issue on my end somewhere.
[901st] Medojed 28 Jul @ 11:28am 
Interesting, because from my experience with my friend we often try to push and capture more areas, sure we build some static units and place HMG's and 1 AT gun somewhere, but it results in the same end, it only spams artilleries and after it pushes us a bit back we get spammed by tanks. Though when I tried again last game, I don't think I changed my tactic any differently and the AI went for infantry and vehicles and completely said no to artillery. Though I assume that is because I had 2 AT USF trucks that I usually barraged it's units with.
AGameAnx  [author] 28 Jul @ 8:09am 
There are a plethora of systems which govern how AI sees into fog of war, it's not like it doesn't see anything, but it sees actually very little directly, and as far as I can tell it feels quite close to what a human would remember / deduce. There's basically no cases where it'll just randomly bombard a thing it never saw before, maybe unless you've sat in a spot for over 10 minutes, heh. There are cases where it will sometimes start avoiding something before it even sees it, but that's kinda the worst of it, and can be chalked up to prediction too, it's pretty rare that it happens vs small amounts of units.
AGameAnx  [author] 28 Jul @ 8:09am 
Not to be annoying, but it's pretty easy to win even against expert if you know what you're doing. But you're not required to pick Expert, if you're having trouble just pick an easier difficulty, even Easy, there's nothing wrong with that, and AI won't be directly dumber because of it.

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.
[901st] Medojed 28 Jul @ 5:43am 
I am sorry but this is actually unwinnable. The mod does not even fix the issue of the enemy artillery shooting through fog of war with pinpoint accuracy. It also foregoes all units and just spams AT/MG/tanks and artillery. That is definitely not a human behavior.
AGameAnx  [author] 27 Jul @ 3:03am 
Well the bonuses are multiplicative. You can start out by trying Normal difficulty, which would make sure that AI gets no extra bonuses, just your global multipliers. If that's too hard still, you can try Easy, that would give AI some penalties, but nothing crazy. Finally, you can fully customize things with Extra Settings mode to make sure AI is getting much less resources than the players if you want to go that way.
Axolotl 26 Jul @ 4:42pm 
How to tune the AI if ur using multiplied resources? They are unbeatable, I’m using spearhead mod, they are deploying heavy tank on minute 5, something is wrong, feels like they have 3 or 4 times the resoirces than the player. I need help tuning them if the player is using for example 200% manpower 150 fuel and ammo, tnx in forward :)
Target Practice 26 Jul @ 4:07pm 
Will the AI select unit upgrades when using AI general mode?
AGameAnx  [author] 24 Jul @ 2:09am 
No direct changes to bonuses or difficulty scaling, heh.
Wiwi 24 Jul @ 1:16am 
Did you guys change something with the difficulty or somerthing because i cant beat them at all anymore after the last update lol
AGameAnx  [author] 21 Jul @ 5:21am 
If you're playing a tuning pack (spearhead, wikinger, anything that changes things a lot), make sure to turn off custom economy.
nini666170 21 Jul @ 3:01am 
Hello, when I play your mod, there are only soldiers, even though I select more chards. I increased the fuel, but nothing happens.
Or am I not doing the right thing?
Thanks.
AGameAnx  [author] 19 Jul @ 4:16am 
Yes. The full selection thing wasn't really intentional, it was because the information about BG selection doesn't seem to be available in script. Without custom economy or mod that's how it always works.
ihatekids 19 Jul @ 12:03am 
wait does it mean ai plays only with my purchased bgs?
AGameAnx  [author] 18 Jul @ 9:54am 
Update released!

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.
Le pp baguette De wewe 17 Jul @ 4:13pm 
This makes my male sexual organs throb with delight
YouMoMCallME 16 Jul @ 10:13am 
Thanks !
AGameAnx  [author] 16 Jul @ 10:04am 
Update released!

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.
AGameAnx  [author] 12 Jul @ 9:29am 
It should work, try resubscribing to make sure you're playing on the newest version.

@Malang Reproduced the emplacement resource cheating issue now, will work on fixing it.
Chaperon 12 Jul @ 5:13am 
Been trying to play this mod lately. The game does not start after loading screen. Tried turning off custom economy and turning pack, doesnt work. Any suggestions?
ihatekids 8 Jul @ 10:45pm 
please fix mg setup when encounteering infantrry sometimes itt faces commpletely wrong dirrecttion as soon as it sees infantry itts funny xD
AGameAnx  [author] 8 Jul @ 6:34am 
Hmm, this is with custom economy on right? Thanks for the details
Malang 8 Jul @ 2:56am 
Bug report here.

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.
DaddyIssues 7 Jul @ 12:23pm 
Care, USF AI is broken and plays extremely poorly. Losing a good 90% of matches unless baby sat
AGameAnx  [author] 5 Jul @ 2:17pm 
Please send me your warnings.log from C:\Users\_\Documents\My Games\Company of Heroes 3. I'm spectating others, playing myself, no issues. At least let me know if you're using a special lobby setup, it should work fine baseline...
Dreamkiller 5 Jul @ 1:40pm 
the game doesn't start after everyone finishes loading, stuck at the loading screen. Tried to re-subscribe, no luck
AGameAnx  [author] 4 Jul @ 6:29pm 
Every person needs to resubscribe to get the newest version, unfortunately this is a game bug and I can't do anything about it.
Stovi 4 Jul @ 5:52pm 
I can play the mod myself alone but not with others even tho it says they have it..
Stovi 4 Jul @ 5:52pm 
We are also having issues loading the mod when others are joining. We have tried re-installing, restarting and even deleting the folder etc. Nothing works! :SkullofDoom:
AGameAnx  [author] 4 Jul @ 1:06pm 
Try disabling custom economy.

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.
TK-1421 4 Jul @ 12:55pm 
Hello! Just tryed an 1vs1 against the AI using Spearhead Mod and that Mod, but the British AI only produced 4 Infantry Units and that was it. Anyone else had this Problem?
AGameAnx  [author] 4 Jul @ 11:56am 
First thing to try is always to resubscribe to the mod to make sure it's updated.
AGameAnx  [author] 4 Jul @ 11:55am 
Hm, seems to work fine for me. Please send me your warnings.log from C:\Users\_\Documents\My Games\Company of Heroes 3
MegoDeath 4 Jul @ 11:23am 
It is broken version
asv21 4 Jul @ 11:20am 
Map is not loaded with this mod.
YouMoMCallME 4 Jul @ 10:53am 
Super !
AGameAnx  [author] 4 Jul @ 9:47am 
Update released!

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).
vadim.amiev 2 Jul @ 9:18am 
Как включить мод в игре?
AGameAnx  [author] 28 Jun @ 1:12pm 
Thanks! Correct, 100% means no difference from normal players & game. Basically if you don't touch that setting then AI won't be getting any combat bonuses.
Andromeda 28 Jun @ 1:05pm 
Hello! I love your mod!
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?
dd_penny 26 Jun @ 1:07am 
Ok thanks.
AGameAnx  [author] 26 Jun @ 12:10am 
Try to resubscribe to the mod to force it to update. The auto-update has been bugged since release of the game, I can't do anything about it on my end unfortunately.
dd_penny 26 Jun @ 12:00am 
I can't play the game. No crash. It just won't start.
Dead Man's Hand 25 Jun @ 9:23pm 
Oh I just had to re-sub to make it work.
AGameAnx  [author] 25 Jun @ 2:16pm 
The crashes should've been fixed with the update. Please let me know more details if they are still happening, I tested for a few games and had no issues. And if possible, send warnings.log after the crash, which can be found in C:\Users\_\Documents\My Games\Company of Heroes 3