View Full Version : Combat AI (Advanced Tactical AI) New Version (aggressive base def)
26th May 07, 12:02 PM
Combat AI v1.7 (http://hosted.filefront.com/CptCombat/)
New version now uploaded
Combat AI (v1.7) Advanced tactical AI
Improve Base defense
Better unit and building build sequence
Rifle and KCH have AT ability
Engineers can throw breaching charges at vehicles
Plays more aggressively
improved use of mg nest
and a host of other tweaks
BRIDGE REPAIR -- AI will now fix destroyed bridges.
See read me notes for info for other game changes
remove previous version and install the new one.
follow read me notes for installation
Squad sizes doubled
Pop cap set at 250
Better tactics by the AI
AI will do the following
Repair (Including bridges)
Fight in assigned sectors
Not spam special units
26th May 07, 1:39 PM
Can you tell me how to force engineer to repair? What files and lines you changed?
26th May 07, 3:09 PM
Download the mod and look at the repair ability and examine the code in the tactics file. Its really pretty straight forward
26th May 07, 6:33 PM
Does it repair bridges, too??!! :bunny:
26th May 07, 7:59 PM
Personally haven't seen it do so, but I've not play tested it much with destroyed bridges. The code should kick in if the engineers come with in repair range and they don't have another tasking from the AI at that moment.
27th May 07, 4:01 AM
"AI will fight in sectors when with teammates"
Can you tell me what does it means in detail?
27th May 07, 8:26 AM
Just like a real military force that fight in assigned sectors. This way the AI combat force is not diluted by fighting all over the map if it has teammates. It will fight in its assigned sector utill it has captured all its points and has enough military force strength. Once that happens it will assists its other teammates and will continue to do so until it loses one of its points or does not posses enough military strength. By making it fight in sectors, it masses it forces better.
27th May 07, 8:52 AM
The squads spread out far too much, so that sometimes half the squad is fighting while the other half is cowering in a crater many meters away.
The weapon upgrades for Grenadiers are ungodly at 9 man squads and should be knocked back down to maximum 2 weapons. A Grenadier squad with 4 MG42s wipes out all opposition.
Weapon teams should also have their squad sizes increased, as right now there's little use for a heavy machine-gun team.
If you want details on realistic squad sizes (which seems to be what you're aiming for) there's a post buried a few pages in on the main armoury forum that discusses them, and there's quite a few armchair historians (like myself) that can provide info.
27th May 07, 12:05 PM
Still don't understand how AI fights in sectors with teammates. You say "it will fight in its assigned sector" - how is that sector assigned? What if the sector I wand to fight in is different from the AIs or where the AIs forices are?
27th May 07, 3:37 PM
So true, Im not quite understanding that either, can we (the players) place a ping were we want the to fight therfor assigning a sector? please a little bit better explanation :D
27th May 07, 8:01 PM
Squad sizes are very reflective of the MTOE of both sides for around the time period. The squad formation used are reflective the actual formations during the time period. As far as fighting goes, just like real combat, sometimes the lead fire team might be engaged and the rear team can not see the enemy. It will try to move to a tactical position to engage providing there is cover available to do so. Additionally, the spacing is actually a little closer than it should be. In real life most squad members would be at a minimum of 5 meters apart, thus reduceing exposure to enemy fires. But I tried that originally and they just took up too much space.
As far as weapon teams, the MG team was a 3 man team. The problem is that in RL they would be attached to a squad or directed to a point by a Platoon leader, something which is not availble to the AI. As far as AT team, it does need about two more riflemen to act as ammo bearers, which I'm considering at the momen.
Upgrades: yeah, they're a little messed up because I forgot to change them, which I'm going to do directly. Once I make the change I'll upload a new version. Thanks for pointing that out.
Fighting in sectors:
I've developed a system to divide the map in linear sector based upon HQ placement. The AI will fight across the battlefield to the other side of the map, taking points in its assigned sector. For example, in a 2 vs 2 game. The ai will split the map between your HQ and its own to the middle of the map on the opposite side. If it is on the right side of the map, it will fight only on that side till it takes all its points and has sufficient combat power to attack points outside of its assigned sector. This is exactly how military operations are conducted. The only alteration is if it determines that it is fighting from one corner of the map, then it will fight from corner to corner. If it can not determine HQ placement then it will fight across the entire map. Its a lot more difficult to explain. But once you play, its much eaiser to see.
Human players can fight where they want. But if you leave your sector undefended, the AI will certainly take advantage of it. Unfortunately, you can not direct what sectors for the AI to fight in because of the way the game loads its AI code. It would have been much better to have been able to do so, but there is certain limitations with the AI code itself
28th May 07, 5:08 AM
Thanks for explamations!
Fighting in sectors: Can you tell how is strategy_sector_map.ai file executed?
29th May 07, 9:50 PM
The strategy_sector_map.ai is a file i created to hold the functions necessary to set up the sectors. It is called from the personality file. This is where I created my own rule calls that initializes and monitors the AI player. It pretty much a fire and forget call untill it loses an ally and then it invokes the call again to reassign sectors. Hope this helps. Just take a look at the personality file and you can pretty much see what happens there
Wonder what would happened if you combined this with AI Mod? :idea:
1st Jun 07, 8:42 PM
It would not work as it is. Warnstaff's mod and mine have different parameters for building of units as well as other things.
1st Jun 07, 11:51 PM
The end result would be one confused AI.
2nd Jun 07, 10:14 AM
Howdy Cpt Combat,
Great AI modding!!!. I almost couldn't believe my eyes when I saw pioneers and engineers repairing vehicles and structures. Sheer genuis. Relic should have done something like this in the first place. Good Job.
I've incorporated 'AITacticDemand_Repair' and the modified repair ability into both my personal mod (Not for DL) and Stock Infantry Only. Hopefully, you won't mind. Of course, you get major credit for the hard work. Man does this make a difference. Previously damaged buildings usually get repaired. Assualting the enemy base just got a bit tougher.
So I salute you! Thanks.
2nd Jun 07, 11:46 PM
Uberbugz: Thanks. Glad you're enjoying it.
Notes: Will have new version to post in a day or so. Have fixed upgrade issue (ie. multiple mg42 upgrades for one unit). Also fixed a couple minor bugs on upgrade and tech purchases. The AI will utilize its resources much more wisely.
Currently working on better base defense. AI is not responding as well as it should to base threats.
Bridge repair problem: Has to do with range of the repair ability and path finding issue. Engineers won't get close enough to invoke the repair function to repair. Working on solution to force them to move to bridge and repair.
10th Jun 07, 9:43 PM
Uploaded new version. Much better (IMHO). Still working bridge repair. Won't repair because it doesn't own the bridge. Working on it.
11th Jun 07, 2:26 AM
Does Combat AI work in multiplayer, or only in skirmish? Cos a friend cant connect if i make a server with this mod. He installed the mod the same way like me and starts it the same way, but allways gets the message that he doesnt got the same version. Thnx in advance for answers.
It works great in skirmish. Really nice mod, gj :up:.
11th Jun 07, 6:05 AM
Is it because you have the old version and he has the new? or the other way around? Because he just updated the download link so maybe your friend got the new one and you had the older one.
11th Jun 07, 6:19 AM
CoFT_Del1r1um; Make sure you both have same version of CoH, and then use same zip archive to install the mod.
11th Jun 07, 9:27 AM
I have encountered two errors during playing the mod Cpt. Combat.
It says something like "AI Reaction Error - Error Paused" or similar, I dont think thats exactly what it said but I had that occur two times, I thought maybe it was because of the map with 5 AIs the first time, but this time I was 1v1 map and 1v1 AI on Expert. The 1st error was before you updated the mod so I figured it was a 1.7 patch problem but your update did it too.
It pauses the game and I can no longer play and have to start a new skirmish. Oh and I was also playing custom maps so no idea if that had anything to do with it.
11th Jun 07, 10:07 AM
Have you tried hitting your Pause key on your keyboard to un-pause it?
11th Jun 07, 10:22 AM
I dont know where it is, once I look in the manual i'll try another game and see if it unpauses it.
11th Jun 07, 11:44 AM
The pause key is the key on your keyboard that says "Pause". It will un-pause the game if it's paused for any reason.
The error is a fault somewhere (I get fatal AI errors that do the same thing all the time during my tinkerings).
11th Jun 07, 11:48 AM
Oh Okay, next time it happens I will try unpausing it with the Pause key.
Thanks for the help guys.
11th Jun 07, 12:55 PM
Since you were not aware of the pause key, I suspect you're not aware that in single-player gameplay you can use pause whenever and as much as you want and that while the game is paused you can issue and queue orders to your units - this allows you to essentially mirco every one of your units on the map virtually every moment of the battle - it makes CoH almost like a turn-based game.
11th Jun 07, 4:32 PM
Both had the first version. But its ok with the new version. Thnx for help anyway.
11th Jun 07, 5:17 PM
Foxtrot360: Are you using the new version 1.4. Version 1.2 had a bug dealing with purchase of the dozer blade that I didn't catch. Fixed in 1.4
12th Jun 07, 6:25 PM
I am using 1.4.
Any idea if AI mods work fine with the CoH Campaign?
12th Jun 07, 10:01 PM
Don't know about it working in campaign mode. Never been tested.
Don't know why you are getting errors. I've play 4 vs 4 AI games several times and not encountered any errors that I didn't correct. Let me know if that continues. And thanks for the input. Keep me abreast of any shortcomings that you encounter.
13th Jun 07, 12:15 PM
I noticed Riflemen get mines at 15 munitions instead of the 5 munition mines the engineers get when using Defensive Operations. Is this intentional?
I also got the error in 1v1 AI game aswell as a 4v4 AI game so I am unsure of the problem. But I believe its unpausable and not game disrupting but I havent tried it since it hasnt given errors for a while.
I might try campaign mode with AI mods to test, its no big deal but it might enhance the experience, my main concern was crashing.
13th Jun 07, 1:56 PM
Yes, rifles get mines at 15 munitions. This is because mines are typically a standard issue for engineer units, while rifles would be required to go to a supply depot and get them.
I don't know why you're getting errors. Are you, by chance, putting out obstacles. Because when I test, the AI, for the moment, doesn't put out obstacles. This might be the problem. I'll look into.
Don't have any idea if it would crash or not on campaign mode. All you can do is try. LOL
13th Jun 07, 7:04 PM
They layed a whole lot of mines in random places, but never tanktraps or sandbags or anything of that sort, but I was VERY suprised to see my M10 run over a mine with a "Hit a Mine!" message.
The AI has almost never did that before. I put out obstacles myself, I am a pretty defensive player. The AI even managed to knock out a Flak 88 though, with they're AT gun, the engagement range on AT guns are ridiculous (It is not the mod's fault, but I hate it)
I figured it was intentional since Engineers get standard issue mines but just clearing that up.
Oh I found that when queuing actions for engineers, if you tell them to repair a AT gun or Vehicle, they repair it but they keep in repair mode with the vehicle even when its at full health, so I have to manually tell them to do another action when theyre done. I think it only does it when queued though.
hi, first thanks for this mod
it seems as i have the same problem like Foxtrot360. i think it says "fatal ai exception - execution paused". i had it with a vanilla and a custom map, right after start and midgame. (lyon and axis fortress, lyon went fine before that game where that message came)
+it seems to me as the axis ai is stronger as the allied one....
Oh I found that when queuing actions for engineers, if you tell them to repair a AT gun or Vehicle, they repair it but they keep in repair mode with the vehicle even when its at full health, so I have to manually tell them to do another action when theyre done. I think it only does it when queued though. <---same here
15th Jun 07, 7:53 PM
I also think the Axis AI is better than the Allies as when I play Allie + Allie Expert vs Axis Expert + Axis Expert, they seem to have a better chance.
hoek have you tried using the pause/unpause button to unpause the message? Did it work?
when i unpause it the message comes again...will see into it, when it occurs again.
16th Jun 07, 10:29 AM
I remember when it happened to be I pressed escape trying to unpause it, battle would continue for a half/second then it would pause with the message again aswell.
This is a really bad problem :(.
16th Jun 07, 12:24 PM
but it not ocurrs very often...perhaps only on expert
16th Jun 07, 1:12 PM
Ok. Does it happen when you play a particular side? ie. your playing allies and it locks up. Have you emplaced obstacles? When you unpause it, look around the map at the various team. When it encounters that type of error, the AI will quit functioning and quit moving units around. This will help on the debuging. Right now, I'm guessing it has something to do with obstacles, because when I test, I have 2 to 8 AIs playing against each other and, as of right now, mines are the only thing it will emplace and I never get an error. I'll take a look into the obstacle code and see what I can come up with.
As far as the repairing goes with engineers, it's not my code that is causing the engineers to hang when finished repairing. I think its something that change in version 1.7. But I'll look into it.
Thanks for helping me out.
By the way, I do think the Axis play a little better. Its the same AI for both sides, but the Axis have better infantry AT weapons and thier upgrades are a little different. I'll look into it.
18th Jun 07, 10:49 AM
From the sound of your post above, it sounds like the "breach obstacle" feature is not working perfectly. Is it?
Also, assuming it's working, is it dependent on whether the whole map is cut-off or does it still work if the human player leaves some gaps in his defenses (for killing zones)? I would hope that if I place a line of defenses on a line that secures more than half the map for me, but leave a gap or two for killing zones, that the AI would try to bypass my killing zone by cutting through an unguarded section of my defenses, especially if that section was on a direct route between the AIs base/unit and the goal for that unit.
18th Jun 07, 11:15 AM
BlackOmne: Yeah, I think its in the obstacle breaching code that's giving me problems, but I haven't had a change to address it.
As far as breaching goes, the AI is not smart enough to recognize that kill zones have been set up, not to mention the pathing issues it has. However, I tried to set it up so that anytime engineers come within a specified distance of an enemy obstacle, they would try to breach it. Hopefully, this will allow that AI to breach in unexpected places. Right now, its the best that can be done given the limitation of the AI itself.
18th Jun 07, 1:05 PM
I didn't really expect the AI to recognize kill zones, but if engineers/pioneers simply took the most direct route from its current location to my base or some VP/resource point on my side (obviously with obstacles somewhere in between), it would likely avoid funnelling into my kill zone. I'm just afraid that if the engineer is given a choice between taking the long way around without obstacles (and through my kill zone) and taking the short route and cutting wire, it will take that long walk of death. I guess it comes down to what recognition distrance you're using. BTW, what is it? I hope it's on the order of a 1/4 to 1/3 map length for a small to medium map (eg, 100-120 virtual meters; similar to an 88's gun range). Otherwise, by the time the engineer "sees" my obstacle, the AI player will have moved him along a route that either take him through that deadly gap or very close to it. Also, is the obstacle limited to simply cutting wire? Will any unit try to destroy traps? Can you use code similar to the pioneers for goliaths to recognize nearby tank traps as a target? It would be nice if the Allies had an explosive similar to the goliath to accomplish the same thing.
18th Jun 07, 7:54 PM
Is it possible to change the engineer AI so it's goal is only to repair, breach obstacles and build buildings after a set amount of time (so it actually captures)?
19th Jun 07, 1:43 AM
hello,..great mod you have here.
a little feeback from me:
The breaching (blow up charges at tank traps) seems working fine in the map without bridges. But when the traps is set in bridges (such as Lyons), the engineer never breaching at all.
The removal restriction number of pershings, calliopes didn't work. The message was "unable to perform action". Haven't tried the axis side yet, if the Tiger has a restriction either.
I never encounter AI (Axis & Allies) laying mines (yet).
You mentioned in the readme file that All hqs can heal soldiers. Is this for AI only ? Cuz my infantry didn't heal at all.
Oh yeah, btw..i'm using COH 1.7
Looking forward for your next release..
it says "fatal ai error - execution paused"
and i wouldnt say its an obstacle issue, cause i had it once right after start. i had it again while playing lan. the guy i was playing with had not that error, only me.
19th Jun 07, 9:05 AM
Warnstaff: Yes. If you look at my mod, you can see where I've turned off the capability for the engineers to cap after 70 % of assigned capture points have been taken. Thus they will only build, repair, and breach obstacles.
As far as them blowing tanktraps on bridges, it has something to do with the AI pathing and getting them close enough to do so.
Sorry about the errors. Not sure what is causing it. Will look through the code and see what I can come up with. Would be helpful to know what side it is occuring on, especially if its related to just one side.
19th Jun 07, 10:03 AM
funny thing happened at my soldier (Allies paratroops), when i'm close enough to enemy HQ (Axis). My soldier is healing ! This happened in maps point du hoc. Not sure if this weird effect is map related, or if i'm using different type of soldier.
the battle was too intense, i maybe mistakenly recognized my soldier with enemy soldier.
I will try again tomorrow,with the same setup (same map/difficulty/doctrines) and a different setup ...and see what happen.
(d'oh..i always forgot to saye a replay :()
my soldier didnt heal, but my engineers does.
Again..i maybe make a mistake.
Just consider this as a not accurate report.
Full report will be provided tomorrow.
19th Jun 07, 10:57 PM
damn, i'm experiencing fatal ai error - execution paused.
i'm currently playing at pointe du hoc, trying to repeat the paratrooper healing anomalies.
22nd Jun 07, 9:24 PM
yeah me too, but you can continue the game, just that your AI teammate, doesn't do anything...
28th Jun 07, 11:02 AM
Everytime i got that error i got this message in the ai-logfile:
-- Log file for all error messages related to the AI --
ERROR - Player 1001 AITactic AIRetailateTactic failed to call filter SquadTargetFilter_FirstEnemyAT
Maybe the Typo there is a hint on fixing it ?
30th Jun 07, 10:36 PM
Ok. Found the error for the AT gun that was causing the problem. Going to play test some more and hopefully have a new release in a couple of days.
Still working on bridge repair. I'm close, but it still has some work.
5th Jul 07, 6:30 PM
All bugs now fixed (knock on wood) LOL. Poor coding on my part. Should not encounter any errors. (I didn't during extensive testing) As far as tank traps and other obstacles on bridges, its a pathing issue. I have an idea, but I'm currently working on getting bridges repaired...which, once I get it working, should lend itself to solving the problems of obstacles on bridges. At least I hope. LOL
7th Jul 07, 6:39 AM
Can you update the first post to clarify what it is this mod does for those of us who don't live on these forums? :P
I'm very interested in an AI mod, but this doesn't sound like one, it sounds like a balance mod w/ custom AI.
7th Jul 07, 9:08 AM
This is not a balance mod. This is an improved AI that should utilize abilities, tactics, and units to a higher degree to provide a much more difficult opponent. It also fixes some glaring deficiencies from the standard (vanilla) AI, such as: engineers repair, breach obstacles, no spamming of units, more combined arms approach to fighting. Currently the AI does not recieve any additional bonus other than what was originally given. ie. hard gets a 1.2 increase and Expert gets 1.4
8th Jul 07, 4:15 PM
still seldomly get Fatal AI error after an hour of gameplay on LAN... soemtimes.
8th Jul 07, 4:37 PM
When next you get an error, press ctrl - shift - ~ and take a screenshot. That should help Cpt. Combat locate it :)
Works for me :D
13th Jul 07, 3:11 AM
Great mod, I`ve been playing it a lot coop vs computers with a buddy over LAN. We`ve encountered one bug that repeats 100%.
German Blitzkreig Doctrine, the offmap Assault squad and offmad Assault tank doesn`t show up, we spend the points and click but they never appear on the map, tried it on a few maps but still no go. I didn`t find any posts with anyone else having the same problem.
20th Jul 07, 6:09 PM
-- General changes affecting all players
1) Infantry squad sizes are approximately doubled
2) Population cap is set at 250 (more in line with actual size of infantry company of WW2)
3) resource income from capture points is doubled
4) All hqs can heal soldiers (never been around a HQ that didn't have a medic or two about)
5) All engineer squads now have breaching charges to clear obstacles
6) German grenade range increased
7) Bar suppression time increased
8) Puma 50mm gun upgrade requires only phase III upgrade
9) Mine cost now reduced (They were used a lot in WW2 and are considered standard issue for engineers)
10) The number of pershings, calliopes, tigers restriction has been removed
None of these are AI specific, surely putting it into the realm of balance mod with custom AI?
I'd love to have another AI mod to play, but this clearly isn't one. Not for the vanilla game at any rate.
20th Jul 07, 9:34 PM
Quitch: This is not a balance mod so to speak. It is an advanced AI modification. I've only changed squad sizes to be more in line with actuall WW2 units. You didn't see a lot of 2 man squads running around on the battlefield as they would not be combat effective. However, tweaking it back to original specs for squad sizes is not all that difficult to mimic the original game as the AI i've designed can dynamically handled that. However, the AI is more advanced in the way it fights its battle as compared to the vanilla AI. So of the other modifications, such as mine cost, is, again, reflective of thier usage during WW2, which there were used in great numbers. Just trying to add a touch more realism to the mod. But if there is a calling for reduction of squad sizes, then I might consider developing a mod to address that issue.
21st Jul 07, 1:43 PM
CombatAI is still a slick mod by the way...
Take a look at the Stock_infantry_Only mod that I'm working on. I'm trying to do the opposite by increasing squad size. Some may want this, some may not. So why not make it an option all within the same mod. I've started by creating a second set of *.rgd files containing all the mods needed for larger squads. I named them differently as well. From there, I created a batch file to copy over the newer/larger files over the original/smaller files. Basically, if a user wants larger squads, all they need do is double-click a batch file.
I'm betting you could do the same for your mod, but create a second set of *.rgd files with smaller squad members.
Last question: What do think about people using your mod in mods of their own. What if I wanted to take what you've done and merge into a mod I have planned? (Yes/No)?
21st Jul 07, 11:08 PM
UberBugz: It would be almost impossible to create a second set of rgd files of smaller squad sized to use in my mod. I've set the AI to work off percentages of population strength so I would basically have to double or triple the lines of code to accommodate such a change. It would be far easier to creat a second mod that uses all the orginally squad sizes.
You can use whatever you want from my mod. (just document it). However, a wholesale incorporation of my code would probably cause you numerous bugs, just because the way its set up. But certain bits and pieces of codes could be incorporated quite easily.
And thanks for the kudos on the AI mod. It plays fairly well. (IMHO) (LOL)
23rd Jul 07, 12:22 AM
Can you please upload somewhere else the new version. I can't wait to see engineers repair bridge.:)
23rd Jul 07, 5:57 AM
thanks to your mod, and sorry for my bad english.
but I have a problem with the blitzkrieg tree, particulary with the tiger reinforcement.
It doesnt deploy during the game. Is it a bug ?
23rd Jul 07, 6:22 PM
Yes, this is a bug. It is fixed in the next version although I haven't uploaded it yet as filefront's sever is still down.
24th Jul 07, 11:02 AM
Howdy Cpt Combat,
It would be far easier to creat a second mod that uses all the originally squad sizes.
True enough, but I still think you could get away with it if you were willing to put in the extra effort. Anyway, count me as a vote for smaller squad sizes. Would probably help people with low end machines.
Well, I didn't necessarily mean merge your mod into another. I guess I meant use your mod as a foundation and build on top of that. Glad to hear you don't mind bits of your mod being used. I may have to use your exact code to stop the ability spam in SIO. I've been trying a simpler method (coding wise), but I'm running into subtle problems. Your code doesn't apparently have problems at all, but then, it's a lot more complex then mine.
And yes, CombatAI plays fairly well out of the box. Even better when the AI resources are jacked up a bit. I was always impressed with the way the AI would try and defend its base. Not perfect, but bloody better then what it has been. Just one or many things I am/was impressed with. Good job.
2nd Aug 07, 7:51 AM
I've had some exciting skirmishes with this one co-oping with a buddy. I really do like the way that if you push forwards the AI will pull outlying units back to defend. Push to hard and it starts rolling out tanks and AT.
2nd Aug 07, 10:33 AM
What's up with the on screen 'ai-trace' lines?. Might want to get rid of that! :)
2nd Aug 07, 10:54 AM
is this a mutliplayer mod?
if no, will it ever become one?
2nd Aug 07, 3:59 PM
Is it possible to ordner a pioneersquad to "follow and repair when necessary" a specified tank ?
If not where could I do it ?
13th Aug 07, 4:15 AM
I can tell you bonanza that it works fine in MP. I've been playing it 2v2AI and it offers quite a challenge, especially since the AI will repair blown bridges etc.
I hope development on this mod is still going on, or that ideas get merged with Warnstaffs.
13th Aug 07, 7:33 PM
Yes, development is still ongoing. Been working on improving base defense and unit building parameters to make the ai build units in a smarter manner. Will probably have a new version in a week or so. Thanks. CC
13th Aug 07, 9:51 PM
If I wanted AI to repair bridges in my mod...which repair ability do I look at as to how its done? there's like 5 that I saw...which are all the same actions as the default ability other then speed...Is there something else to it?
14th Aug 07, 5:09 AM
Very good to hear thanks. I am really enjoying this mod, the AI rebuilding bridges and repairing various things seems to work a treat. It certainly changes tactics V AI on maps like Lyon.
Good work so far :)
14th Aug 07, 9:09 PM
weesals: Bridge repair is far, far more complicated that I can even begin to explain here but I'll give a brief summary. As far as the ability goes, its a modified repair ability just for bridges. The code identifies that there is indeed a destroyed bridge, checks to see if engineers are in a selected range. If they are, it swaps out the normal repair ability with the bridge one, then directs the engineers to the bridge so it can be repaired. Once repaired, it swaps the abilities back again. Tons and tons of code just to achieve this simple process.
16th Aug 07, 7:09 PM
I have installed the mod and when I launch it the game crashes to desktop, any suggestions?
I have put in the appropriate changes to the shortcut.
(-modname CombatAI -dev -nomovies)
I do have Warnstaffs mod installed also.
17th Aug 07, 6:14 PM
Does anyone know if this latest AI mod will work with the Commando Realism Mod version 3.2?
30th Sep 07, 7:04 PM
Posted a new update
Should work with any version below 2.
Will be looking at upgrading to version 2 in the near future
Read the read me file on changes
12th Oct 07, 6:27 PM
I have xp
patch1.71 and am using combatmod 1.7
There is a console function to let the AI take control of the player side
when I place that into the console I get
FATAL ERROR EXECUTION PAUSED
Could not execute rule: AI_Think2
Shutting Down SCAR...
any idea of a quickfix?
12th Oct 07, 6:40 PM
try it in anhilation mode. I didn't fully test the VP game. I'll take a look at it though. Thanks.
12th Oct 07, 6:53 PM
Both annihilate and VP gives that error
Does it work for you?
12th Oct 07, 10:01 PM
this is for FN_IDIOT
"C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -nomovies -dev -modname Combatai
is my shortcut and it seems ok
insure Nothing over 171 installed (do not install the giga patch and expect the mod to work)
Insure warstaffs mod and combatai mod are not installed in the same folder(your not dumping his mod stuff in combatai folder or the other way around are you? They change many of the same files).
If Warnstaffs_Mod and Combatai1 are separate folders in C:\Program Files\THQ\Company of Heroes it SHOULD work.
XP or Vista?
do other mods work ok?
14th Oct 07, 10:35 AM
>>try it in anhilation mode. I didn't fully test the VP game. I'll take a look at it though. Thanks.<<
I get it, NO WONDER my ally has been so tepid on the 4x4 maps. The FATAL ERROR EXECUTION PAUSED "Could not execute rule: AI_Think2" error is also present in VP mode even without trying to force the ai to play itself with cheatmod or the console paste in "Scar_DoString("Misc_AIControlLocalPlayer()")"
This AI currently is best in Annihilation mode.
It may be just me, but also I prefered the smaller squad sizes of the default game.
Its not too hard to change them back ,however. Did you make other unit changes?
keep up the good work.
it will be awhile before I go to the giga patch as my dvd is not seen by that update. I have to wait for a nocd or something.
21st Oct 07, 5:48 PM
This mod has A LOT going for it. I just played a bit and one of the points was AI MINED.
However I keep getting he FATAL ERROR EXECUTION PAUSED "Could not execute rule: AI_Think2" error when even I save then later reload games.
If Im playing with a team AI, it goes stupid and does nothing else.
If I'm 1x1 then the enemy goes asleep as well.
If I do not reload a game but pause only, it seems to be ok.
This AI is HARD. It throws up bunkers at all the points and machine gunners are among the early units grabbing points.
21st Oct 07, 7:52 PM
Not sure why. I've been testing both victory point and anihilation games and I've not gotten any errors. I'll keep looking into it. Sorry about the problems. The AI is very difficult
22nd Oct 07, 6:50 PM
Thanks for the reply Captain!
Try saving the game and reloading it (exit to windows then load a saved game)
If I keep playing, Ive noticed the error described earlier does not appear, I just seem to reproduce it in a saved game or if I put Scar_DoString("Misc_AIControlLocalPlayer()") in the console.
If a game is started and played through, then so far it seems ok.
Anyway, keep up the good work, I never know what to expect with this AI.
23rd Oct 07, 3:27 PM
Ok. I'll check the saved game issue. As fas as Scar_DoString("Misc_AIControlLocalPlayer()") goes, it can only be inputed before the game starts, not during. Hope this helps
23rd Oct 07, 7:26 PM
Cpt Combat :
is this only for COH v1.7 original, not for OF,right?
In OF,it might be currupt,I think.. cause AI fatal error
I'm just wonder about that ..if it apply to OF, should be get excited. :bleh:
can you do some work updating this wonderful mod for OF?
24th Oct 07, 7:38 AM
Meta, This mod will not work with the OF/New patch version of CoH. I think it works with 1.71.
I think he is working on the new version for OF/New patch version of CoH.
24th Oct 07, 6:20 PM
Currently working on upgrade to OF as I get time. It will be a while. Shooting for Christmas as the latest.
24th Oct 07, 6:50 PM
ROGER THAT !
can expact this christmas.. that sound really happy to me
that occasion,will free myself from DUMASS-Skirmish A.I :agree:
24th Oct 07, 11:27 PM
Glad to hear that! tis my favorite mod :)
25th Oct 07, 8:43 AM
Glad to hear you plan on updating your mod to COHOF.
However, the aggresive AI base defense code won't work so well with COHOF. A new artillery ability called "overwatch" (When targeted on an AI base) can put the AI into a constant state of being attacked. When this ability is active it can kill both squads and structures. If the human player does this correctly (25 pounder+priest+scout unit), it will cripple the AI.
I think you know what I mean. If not, just imagine a few invincible tanks pounding continuesly on the AI base buildings. Once the base defense code you created kicks in, it will never stop.
26th Oct 07, 9:35 PM
thanks for the heads up on that. I'll keep it in mind when I start to code that section. making good progress as of now. I'll keep ya all posted.
26th Oct 07, 10:59 PM
combat AI mod is my favourite.I've integrated this mod into my own mod,but it doesn't work in OF.
I can't switch to OF mod without your OF-compatible AI mod.so it's glad to learn you plan on updating your mod to COHOF.
28th Oct 07, 6:47 PM
>>As fas as Scar_DoString("Misc_AIControlLocalPlayer()") goes, it can only be inputed before the game starts, not during.<<
If I put it in at the the "press any button to continue" screen, it WORKS. The AI runs the game completely. Its more entertaining than watching CSI.
I made some changes to have the resources flow the same rate as vanilla and reduce the squad sizes back to vanilla as well (its a cpu thing).
The Allies cleaned up the board using nothing but Quad halftracks and greyhounds. They did not put out any tanks until the Axis had only 100 points left out of 500.
The Germans placed a PzIV out early on and it did not die until they only had 50 points left and Shermans were about.
They also fielded a Panther and it stayed active until brewed when the Germans were down to 10 points. The engineers kept both tanks in good repair.
Wherever they went nothing could stop them, but the Allies quad halftracks and Greyhounds kept mincing the German infantry so they could not keep any control points. Allies 312 Germans 0.
What an AI. Now I can watch it in action.
When I play it myself, I just have to be sure I can finish a game otherwise it errors out and the AI is non-responsive on the reloaded save.
29th Oct 07, 2:40 PM
Found the problem working on the OF mod. So that particular issue will be resolved.
29th Oct 07, 9:07 PM
>Found the problem working on the OF mod. So that particular issue will be resolved.<
I imagine you mean the error on reloading a saved game.
Do you have a Quickfix to upload or that I can to edit in myself on pre OF games? (holding off on OF because for some reason I cannot get the DVD to verify---!@!!DRM)
30th Oct 07, 9:12 PM
No quick fix, but I'll see if I can't get something done on it by the weekend.
13th Nov 07, 8:17 PM
I was hoping for something by this Veterans Day unless I missed a link update (for 171)...but a great work cannot be rushed!
14th Nov 07, 5:23 PM
Sorry about that. OF has taken up more of my time than I thought it would. I've got some vacation time coming up very soon, so I'm hoping to address that problem.
Looking forward to the next version, I didn't get to try v1.7 before I upgraded to OF. I'm particularly interested in the 'plays more aggressively' bit since I found the AI too defensive in nature in v1.6.
12th Dec 07, 4:39 PM
Have the first version of OF Combat AI completed. Its now available (see other thread for download location). Going to look at fixing the save game function.
1st Jan 08, 9:25 PM
>>Have the first version of OF Combat AI completed. Its now available (see other thread for download location). Going to look at fixing the save game function.<<
Thats good, Ive been away--seduced by "DARK CRUSADE!"
Space Marines ---ATTACK!!!
2nd Jan 08, 8:48 AM
Is this AI Mod working with the latest COH OF v2.201?
8th Jan 08, 5:39 AM
Cpt Combat, good work. I had a great skirmish lastnite. On hard setting the AI play with some good infantry tactics. I heard for the first time a V2 or V1 flying bomb! First time!
8th Jan 08, 10:09 AM
Yeah very nice mod. no Fatal AI error for the first time
8th Jan 08, 4:58 PM
This mod is only for v1.7 not OF
9th Jan 08, 9:47 AM
lol doesnt matter.... it works pretty good with OF :P
21st Nov 08, 8:13 PM
I am having trouble the creating the shortcut to the mod. I include the C:\Program Files (x86)\Steam\steamapps\common\company of heroes\RelicCOH.exedev -modname OF_AI_mod and it tells me that the extension cannot be found.
16th Oct 09, 2:13 AM
The download link fail,Can you upload the file to the forums?Thanks~
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