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List your AI complaints (AI suggestions - Thunder is watching) Master list on page 1

  1. #1
    Member sweeten2213's Avatar
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    List your AI complaints (AI suggestions - Thunder is watching) Master list on page 1

    A little while back there was a thread in the Armory section where, long story short, Buggo mentioned Relic is compiling AI issues for future patches. I see a lot of threads where people mention the AI has serious shortcomings, but the specific problems are scattered here and there. I figured I start a thread to list what the problems are. This is in no way a rant against Relic - I understand programming a "smart" AI would be very difficult. I just know that there are many of us who play primarily or exclusively against the CPU AI, and a better more competative AI would be a tremendous asset.

    During the life of this thread, Buggo has said she's keeping an eye on it, and, around page 19 or so, has asked for a "fixable" list. Hopefully we will get her what she needs to make fixes in future patches.

    List is in devs hands and currently still being updated. Also, since this thread and list were started, I have started some AI coding and a combination or "best of" Warnstaff and Capt Combat's mods can be very effective.



    ***************************************************************************

    Master List of complaints
    Here is a running list of items listed in this thread (mostly in order of mentions from most to least).

    This list is a compilation of all the posts in the thread - some of the descriptions will be based partially on what was posted and partially on my interpretation. I am in no way a coder for AI or otherwise, but I'll do my best. Between Capt Combat's mod and Warnstaff's mod, just about all of these have been addressed, SO I STRONGLY SUGGEST RELIC DEVS TAKE A LOOK AT THE TWO MODS AND SEE WHAT WAS CHANGED.
    From Capt Combat as far as most of the below issues -

    If you look over the code in my mod you can see how I've implemented some of this stuff. Really pretty simple coding.
    Link to Capt Combat's Mod -
    http://forums.relicnews.com/showthread.php?t=173948

    Link to Warnstaff's mod -
    http://forums.relicnews.com/showthread.php?t=137865

    I'll try and list :
    Problem
    When it happens
    Possible fixes

    1) Problem : Unit spam of all sorts (vehicle spam mentioned the most) - both CPU opponent and ally. I think I've seen almost every non-infantry unit mentioned, though light vehicles (pumas, kettens, bikes, etc...) are mentioned the most, and transport vehicles are very common.
    When : can happen during any game, but is most obvious when the AI is "cut off" (via chokepoints or blocked/blown bridges) and creates units that do not attack
    Solutions : Create a cap of sorts for the AI to produce each unit. There have been numerous suggestions for how to break down what the caps would be - one is a percentage based system where each type of unit (inf, support, light veh, heavy veh, etc...) should make up a percentage of overall force. Another would be a set number capped at certain number based on type of unit based on approx mid-game popcap levels. I would suggest using a % for each type of unit based on real life military ToE and military doctrine (I'm always a stickler for realism).
    Create code for the AI to be aggressive and be able to break through blockages (see also below). Can't stress enough the need for a combined force arsenal.
    From Capt Combat -

    Building multiple units: Again its the demand system where the flaw is due to the inherent way it select units to build and management of manpower. I've incorporated a method that is tied to area control by the ai to the amount of manpower it must have before it will select a unit. Thus as the AI gets more territory it will try to purchase more expensive and better units

    2) Problem : Unit grouping and standing still at odd places - usually at his base (includes CPU ally, and is often transports, though other units certainly camp). Also, not reinforcing units while at base.
    When : can happen in any game, but, again, happens most frequently when AI is cut off.
    Solutions : Create code that keeps AI aggressive and break through blockages.
    As far as transports specifically :
    From Capt Combat -
    HTs: There is a bug in the demand system for upgrading HTs. This is fixed in my mod by making a direct call to build the upgrade. (There are some other upgrades that encounter this same difficulty) Relic needs to look this over and come up with a fix
    For the problem in general - from Capt Combat :
    Why units stand at HQ: 2 reasons

    1) they are trying to get reinforced. Problem with original code demand system as it gets lumped in with the same code for building units. Since the value of this is very small, the ai opts to build units instead of reinforcing. Fixed in my mod by revamping the way the ai reinforces. The code makes a direct call to reinforce when certain parameters are met. Additionally original ai can only reinforce one squad at a time regardless the amount of manpower it has. Fixed in my mod so that it can call reinforcements for multiple squads at once if it has the manpower necessary

    2) Bad targeting. As the ai loops through all military points it can defend, it assigns a numeric value based on the point's importance. Since Base structures have a high importance they often override everything else. Fixed in my mod by removing these buildings if they are not under attack. If a base building does come under attack, the ai will only defend this building until it is no longer under attack. I've excluded activating the base defense algorithm if under attack by artillery within a certain range of the base. The added benefit of this code is that the AI will now aggressively defend its base. Also support units (i.e. HTs) will only sit in the base until they have the necessary upgrade to make it an offensive weapon. Exception to this is when vehicles can cap points and the HTs will move out before the upgrade is complete


    Example screenshots of point 1 and 2 :

    http://forums.relicnews.com/showpost...&postcount=248

    http://forums.relicnews.com/showpost...9&postcount=37

    http://forums.relicnews.com/showpost...8&postcount=38


    3) Problem : Poor usage of British emplacements - whether it be not building at places where it should, building them where they shouldn't, or not building them at all (includes slit trenches, 17lb, 25 lb, and mortars - could also include US mg nests and WH bunkers). Also doesn't use abilities like button.
    When : As far as my experience, I've NEVER seen any emplacements besides mortar pits, and I've never seen abilities used.
    Solutions : Create code that makes AI build them (again, I know nothing about coding, but Capt Combat and Warnstaff have achieved this in their mods) and build them where it makes sense. See also BlackOmne's ideas towards bottom of list for possible solution.

    From Capt Combat concerning Brit emplacements :

    Several problems are included in this specific issue and I'll try to highlight them the best I can

    1) Placement of emplacements: The current code for placement relies on a request for production that can only build within certain parameters (i.e. Near_base, BS_defend etc) because of this placement is an issue. In my mod I have solved some of the placement issue based on percentage of territory held. But this is still not adequate. This specific code is also what hampers the AI from building obstacles. need better parameters for placement.

    2) Demand for emplacement: Again the demand system utilized by the AI has inherent problems all based on priorities for the different building systems (i.e. request production calls) I've tweaked the priorities in my mod and it has had an impact. Brits will build ALL emplacements (tested and verified...right down to slit trenches), but again placement is somewhat of an issue

    3) Abilities associated with emplacements, namely the facing ability for AT guns. The current facing ability has a error (too far much detail to explain it here) with one of the modifiers that cause it to cease functioning after one call. I've modified this and created additional code so that AT gun will face the enemy to engage. Thus the AT guns are, at best, difficult to deal with without artillery

    4) Balance: Both PE and British emplacements count against the population cap while Wehr and US do not. This has a significant impact on play for the brits especially late game when they are trying to assault a base but have limited assets to do so. Needs to be addressed and balanced out.
    4) Problem : AI not using built artillery pieces (builds 'em - just doesn't fire 'em). Some units, like stukas, are obsessed with attacking your base rather than key troop or defense positions on the rare occasion they do fire
    When : As stated, very rarely used though they are often built
    Solutions : Create code that suggests AI uses artillery when enemy units reach "critical mass" in one area or prior to attacking defended area. Base attacks should be last resort (or not until a well manned "base rush" is attempted). Could be one of the most important fixes, since good artillery usage can be so important to breaking defenses and a good overall attack. Playing against the AI without the fear of artillery completely changes the strategy used - if you don't have to worry about artillery, you can sit emplacements and emplaced units in cover bunched up in any way you want. It's defenses like these that the AI keeps ramming it head into time and time again (see below).
    From Capt Combat -
    suicide mortars and lackluster nebs: Fixed. there is a problem with the barrage call in both of these abilities. I've fixed this in my mod. Beware of the Nebs. They are devestating to infantry now. (All other artillery functions now work also)

    5) Problem : AI value system/threat determination - AI seems to think +5 fuel or useless strat point are just as important as +12 - includes putting OP's on low level points and too often. Also, doesn't attack/defend most logical point at given moment, as well as doesn't build right unit for given time in game or situation. Also similar, doesn't seem to understand the cost/benefit for given units in given situations under certain circumstances (and "wastes" resources rather than save them for something important like teching up or building necessarily strong units for the given units on the field), and builds "obsolete" units late in the game.
    When : happens in most games, though the degree varies from game to game.
    Solutions : there is a system in place, but it needs to be improved upon. As far as units, a better combined arms way of building would be easiest since they will be able to tackle any situation. Maybe add into code for the AI to choose doctrine based on enemy or enemies play style. As far as determination of importance of points and areas, it's hard for me to say.

    6) Problem :AI mortar usage - whether it be charging to death or just not used correctly. Can also apply to snipers.
    When : AI usually creates these units, so it happens frequently.
    Solutions : Create code that keeps distance units at a distance using the FOW cheat to know enemies LOS. Also, retreating when attcked sooner. Base attacks should be last resort. See also Capt Combat's quote from # 4

    7) Problem : AI not using off map abilities/attacks in their arsenal, or just some abilities in their arsenal (even if they're key abilities or good/important ones, and certain abilities like wire cutters are never used)
    When : It's hit or miss (usually miss) when they're used
    Solutions : As with on-map arty, should be coded to be used when an enemy group reaches critical mass and would do the most good. Unused abilities should be coded in same manner, used when they will do the most good (i.e. using wire cutters to cut through enemy defense to break blockage)

    8) Problem : No infantry or not enough infantry in late game, and sometimes in early game. Also (had to fit it in someplace) not building units out of forward HQ.
    When : happens often in games
    Solution : create the combined arms that is mentioned above. Forward HQ should also be coded to create troops to assist in creating combined arms.

    9) Problem : Not setting up a defense at base, or not going to defend it when it's attacked. Also, not knowing how to break a defense. Will ram his head into it time and time again without any chance of success (artillery, on or off map would help).
    When : any game, especially when blocked in and very rarely defends base
    Solutions : using arty to break through defenses and making sure they have sufficient fire power to break through defense. Also, code to recognize when base is starting to be in danger and start setting up defense (again, from what I understand Capt Combat has come up with a way to make the AI defend his base better - see his 2nd quote under point # 2). Also maybe add ability to engis/pios to deconstruct tank traps and roadblocks.
    From Capt Combat -
    Dealing with obstacles is an easy fix. I've given all engineer types breaching charges and they will attack both TT, Wire, and Sandbags as well and military structures. Thus obstacles are no longer true obstacles for the AI (path finding sometimes impact this, but that beyond my control).
    10) Problem : British putting trucks in bad places (adjacent to other truck(s), where enemy is present, not on logical resource points, etc...)
    When : just about every Brit AI game
    Solutions : from what I understand this has been an issue for the AI mod coders, but I assume some sort of recognition for what makes the most sense. Need to find a way for trucks to be put on high resource spots and not all clumped together, while not putting them in danger.

    11) Problem : Not building Kampfkraft center or getting vet for Wehr
    When : seems to be the worst on Hard and Expert
    Solutions : code to suggest AI slowly vets up

    12) Problem : The inability to choose AI ally/opponent doctrine or company
    When : any game with AI
    Solutions : allow for in code - allow for option pregame to choose or make random. Also choose "commander" type or leave random

    13) Problem : Not re-building/repairing base buildings after damaged/destroyed. Also, not making units from HQ when repaired
    When : often when buildings are destroyed, though not major
    Solutions : code to force rebuilding when building is essential to counter enemy. Rebuilt buildings should be able to be recognized as if they were never destroyed

    14) Problem : AI absent in early game
    When : happens most on lower levels
    Solution : may be necessary on lower levels, but reduced or eliminated on higher levels

    15) Problem : The need for a wider range of difficulties. Some have actually mentioned that the AI is too good - so, make easy for the noob and expert (or levels higher than expert) for the truly highly skilled
    When : all games
    Solutions : may not be needed if a good balance and diversity between the levels is created. May be needed if "expert" isn't hard enough or "easy" becomes too difficult with other changes. Possibly add an option for selecting AI resource rate increase to add difficulty if the player wants.

    16) Problem : PE repairing at bad times
    When : during most battles with PE AI. Bad times meaning when attacking or retreating in heat of battle is a better option.
    Solution : code to recognize when it is "safe" to repair

    17) Problem : AI only building one unit at a time
    When : often in games
    Solution : change code. See also possibly Capt Combat's point in # 1


    18) Problem : units like HMG's or mortars capping
    When : at times during games
    Solution : could be coded to avoid capping at all costs

    19) Problem : it was suggested by Saw that Brit Lt. and Capt. "maintain command range" deactivates when leaving an entered building. Also allow Lt. and Capt. to retreat with squad when retreating
    When : when a Lt. or Capt. has maintain range activated and squad enters, then leaves building. May not retreat with selected squad
    Solution : fix bug

    20) Problem : snipers attcking units (vehicles) unnecesarily ruining cover. Also any unit attacking unit it cannot damage
    When : when a camoed sniper encounters vehicle it can not damage. When inf attacks things like tanks it can not damage.
    Solutions : have units, especially snipers, avoid attacking units that it is impossiblt to do damage to. Allow hold fire for snipers.


    21) Problem : All three of these mentioned once - not repairing bridges, not using Bergetiger, using too much fake arty
    When : occasionally with bridges (though it may be by choice of AI), fake arty when used by Brits (though it has been argued that it is a valuable tool for the AI), and bergetiger seems to never be used for it's intended purpose.
    Solutions : bridge repair may not need solution, though it could be double checked as it was coded for OF. Fake arty could be toned down (but I happen to agree it's OK as is). Bergetiger would need to be reworked.

    Some suggestions/ideas made by BlackOmne in solving the problems the AI has in placing obstacles or emplacements in good spots (or at all) -

    - Modify the World Builder and existing official maps to allow mappers to place wire, mines and tank trap placeholders in good strategic locations on their maps (where they think wire and TTs would be best used to limit the front to a few deadly choke points or expected heavy traffic areas for mines). Then, allow AI pioneers and engineers to “turn these placeholders on” through the normal building animation, when they come close to them (and have sufficient resources in the case of mines). Yes, eventually these locations would become predictable to human players, but if built in strong strategic locations, that still doesn’t lessen the headache of cracking those defenses and there would still be some randomness to finding them based on whether the AI had time or resources to build them. There should be two sets of placeholders on every map, one for Axis, one for Allies. The placeholder tool should be similar to the one used in the game, allowing the mapper to drag lines of “ghost” wire or traps or mines across the map. They should roughly bi-sect the map such that slightly more than half the map/resources and VPs are behind the line. I would gladly volunteer my time for free to modify the official maps for Relic if the tools were in the World Builder, because I think I have a good eye for defensive lines and reading the terrain after 30+ years of wargamming.

    - Currently, the AIs appear to build bunkers/emplacements/mines based on a range factor (that modders can adjust) away from ANY map point, without consideration for that points value or the terrain around it. AIs tend to build at the nearest points to their starting points before running out of resources including pop in the applicable cases. The facing of these items seems unreliable also – it might be facing in the direction of the enemy base or it might not. This makes the AI look stupid and inefficient. To fix this, I recommend doing something similar to what I suggested above for defensive stuff. Modify the World Builder and official maps to allow the mappers to place placeholders for bunkers, emplacements, howitzers and Brit HQs where they think the best strategic locations would be for these. The appropriate building unit would build these things, like above, when they get close to those locations and go through the typical animations to to turn the placeholders on. Again, you would need two sets of placeholders, one for each side. Again, these locations would become predictable but the same arguments, including the random factor, would apply. The placeholders would allow type (eg, Wehr MG or medic bunker) and facing to be specified. Again, I would volunteer my time for free to modify the official maps for Relic if they modified the World Builder. In the case of Brit HQs, there should a prioritized set of multiple locations for each HQ type so that there is enough randomness that the human can’t pre-empt the Brit AI by taking a singular set of deployment locations causing the HQs to possibly suicide themselves.

    As far as pathfinding and other type issues...

    1) Problem : General vehicle pathfinding
    When : whenever vehicles are present and too heavily grouped or have "tight" areas to pass through
    Solution : improve pathfinding code

    2) Problem : Units stuck on barbed wire - making barbed wire looks like a circus (loved that quote)
    When : see above pathfinding
    Solutions : see above pathfinding

    3) Problem : AI "cheats" like seeing into FOW or knowing your units/doctrine (although this was disputed by several posters as being necessary, and I have to agree with that)
    When : constant
    Solutions : heavily debated as necessary.

    From Capt Combat as far as need for AI to see into FOW

    FOW viewing.

    having done extensive testing, the AI can not target into FOW with any weapon system or ability. Exceptions to this are the abilities that can target into the FOW, but these are also available to human players as well.

    Does the AI look into the FOW. Most certainly. And there is a reason and need for this. Unlike humans, the AI does not have the ability to reason nor does it have intuition. It can only rely on hard data and make logical decision based on this data. Therefore in order to make the AI play a little more smartly, it has to be able to look into the FOW to gather data and process it. My mod makes use this data to generate the necessary data to make reasonable decisions on what to do. Without this, it would be like playing against me with your screen turned off. I'm not the best player, but with those kinds of odds, I'm going to mop you up pretty quickly. Hence, while complaints about the AI looking into the FOW are valid, playing against a poor opponent would generate far more complaints.
    4) Problem : Units running out of cover when they shouldn't or not "listening" to orders
    When : often when using cover and being attacked/attacking
    Solutions : create better code "enforcing to the soldiers" the importance of cover. Should stay in cover unless they have fire superiority or are retreating.

    5) Problem : Tanks getting in closer than necessary when told to attack
    When : often when telling a tank to attack a specific unit
    Solutions : code for tanks to recognize best distance for engagement (i.e. out of range of other attacking units if possible)

    6) Problem : AI not noticing foot bridges and attempting to cross them with units it can't cross with
    When : often when foot bridges are present on map
    Solutions : code to recognize unpassable bridges

    7) Problem : After Brit buildings are destroyed, AI still pumps out HQ's preventing game from ending.
    When : occasionally when all are destroyed
    Solution : seems to be a bug that needs to be taken care of

    8) Problem : After PE Scorched Earth HQ is destroyed, still drops sector arty
    When : obvious
    Solutions : see above

    9) Problem : BRIT SIMENGINE ERROR - GREATLY AFFECTS PLAYING WITH OR AGAINST BRIT AI.
    When : when playing with or against Brit AI and they call in second or third truck.
    Solutions : I've read elsewhere that Relic knows what the problem is, so hopefully we will get a fix soon. EDIT - FIXED!

    10) Problem : AI can use CP abilities even after their HQ is destroyed (see # 8, but may apply to other abilities). Also, in the case of sector artillery, AI can target in non-friendly and neutral territories.
    When : May only apply to certain abilities (Sector artillery use is confirmed and Henschel possible) but occurs after AI HQ is destroyed.
    Solutions : Appears to be a bug, and has been reported in several different ways.

    Maps with AI issues -

    1) Lyon 2p and 4p
    Problem - AI shuts down after first couple of minutes on occasion
    When - possibly tied to the "locked sector" next to the road bridge behind gates that need to be destroyed
    Solution - go back to 1.71 version of maps

    2) Hochwald Gap 8p
    Problem - when AI uses framhouse next to windmill as forward HQ, units built there there get stuck
    Solution - change exit to other side, away from stream

    *******************************************************************************

    If anyone can think of new things to add, or some specifics to add to the list, go ahead and post and I'll add it. If you just want to just chime in and add that you would also like the AI to be fixed for some or all of the above reasons, do so as well - it would be like adding your signature to a petition in way.
    Last edited by sweeten2213; 1st Sep 08 at 1:52 AM.

  2. #2
    Gosh if you ask me I'd say the entire code needs to be rewritten for skirmish or multiplayer games. It's all garbage. I heard once that the hard and expert AIs receive more resources in order to make the game harder... I find that easy to believe after witnessing all the insane things they do.

    I think more attention should go to the smaller, simple stuff, like infantry placement. Half the time you stick a riflemen squad behind a row of sandbags or low walls they run out and into an open field to fire. AFAIK, that's bad.

    There also seems to be a few quirks with retreating - I know the other day I had units run the long way home - which just happened to be in the face of several enemy squads. They didn't make it.

    After that, I'm most concerned with tank AI and pathfinding. There are still plenty of bugs like these that I think deserve attention before skirmish and single player AI.

  3. #3
    Member Caesar's Avatar
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    I'd complaim more about individual unit AI. Tanks and armored vehicles in particular seem to want to go on suicide banzai charges at whatever you tell them to attack.

  4. #4
    That too. There are very simple ways to keep tanks under your control, and unfortunately for us we have to do it the hard way: clickclickclickclickclick.

  5. #5
    Member sweeten2213's Avatar
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    I definately hear your concerns about pathfinding and such. I just wanted to give a chance for those of us that play SP skirmish a chance to voice some opinions about the skirmish AI. Actually, the aforementioned armory thread was entitled "Does Relic hate the Skirmish AI?". It does seem as if the SP part of the community or customer is less vocal. Obviously, if your an online or MP player, you could care less about how challenging or competant the CPU AI is as an opponent - and that's fine. Trust me - there is no decent player who plays the SP skirmish exclusively who doesn't want to see some changes to the skirmish AI and be more challenged.
    Last edited by sweeten2213; 18th Oct 07 at 3:45 PM.

  6. #6
    Jow
    Guest
    I have to agree - the AI on Opposing Forces has really seemed to take a step backward from that in the original CoH. That they've made changes and improvements in some areas is pretty apparent, because now AI engineer-types will frantically repair friendly vehicles, which they never did before. There are other things too, most of which I can't think of at the moment.

    However, here are some things I'm not particularly happy with:

    When AI-run, the two new factions hardly ever seem to utilize their side's nuances well at all. On expert, for example, the British AI will often build a single mortar emplacement at most of its strategic points, even if those points aren't anywhere near the front lines. They accomplish absolutely nothing in that case except using up population. I've never seen the Brits AI use trenches, button vehicles, etc.

    The PE are a little better and actually put up a good fight on Expert, provided you don't cut them off entirely from fuel. They accomplish this by a vehicle spam that, accompanied by the AIs omnipotence in knowing exactly where your AT assets are located and now to avoid them, can be really tough to overcome if you don't prepare for it. Having a challenge is fun, but it's a bit disappointing knowing that the challenge arises out of sheer unit volume alone.

    I can't pin down any one particular incident, but I've been getting very frustrated with units not doing what I tell them to, or stopping in the middle of those orders. I can't tell you how many times I've told a vehicle or vehicles to attack something or even to just move somewhere, only to find the next time I check on them that they've stopped somewhere random and are just sitting there. It's also happened with infantry occasionally but not as often as vehicles. I can say with confidence that this NEVER once happened with the original game.

    Vehicle pathfinding is real, real rough right now. I think most people would agree with that.

    The AI not defending its base well has been an issue since the original game. To some extent, this doesn't bother me, as sometimes against a huge unit/vehicle swarm attacking and takign down the AI base might be the only option you have.

  7. #7
    Member Warnstaff's Avatar
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    The AI needs a "better" trace function (unless the AIThink_2 is somehow causing the problem) so I can track down problems with the AI mod easier.

  8. #8
    Sowilo
    Guest
    AI needs to not get stuck on barbed wire/tanktraps they need to repair bridges.

  9. #9
    They repair bridges now, and crush through fences and traps, which is nice. Also they now repair their HQ, wich is nice, too.

    What I really HATE is that the AI has to cheat with bigger income and such things, and that he (seems to) exactly know what you do, which (and when) you choose a doctrine etc.

    On most maps this is no problem, as the AI is quite stupid and mostyl relies on rushes and cheats, but on some maps its quite nasty. Etaveaux for example. Me and a friend quite have a hard time as Wehr and PE vs US and Brits @expert AI.

    On other maps, AI is just no problem.

  10. #10
    Naviyaong
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    1) When forcing infantry to blow detected mine with rifles from safer distance, what the hell they jump into the very front of it and say "we are hit mine"
    2) Attacked by MG, I order them to move left or right to get out of the angle MG is facing. but after that they again run back because all they want is poor logic which is finding useless light cover and don't care surpression or pin

  11. #11
    Jimmy_Smack
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    They just mound together and keep moving around in odd places.

  12. #12
    Member
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    Exactly InsaneDruid !
    The AI is totally different on Etaveaux, very aggressive and clever ! I don't find this behaviour on other maps... Strange.
    BZ.

  13. #13
    Its not just trace functions in what not. the AI system seems to be a very linear anti class system. If u have this unit as the player an anti class value is incremented which does through a whole set of demand modifiers, a ton of which Warnstaff n staff has screwed with in one of the unit purchasing files to help limit spamming, but spamming is still part of the demand system unfortunately, there isn't a diminishing returns for unit production. If u have a ton of infantry it determines what it can buy, how long it will wait for it, what its been told is the most effective counter.

    Thats the key. What its been told is the most specific counter. Its doesn't look like anything with range is used at all in that calculation, just a flat number vs Heavy Vehicle, Light Vehicle, Infantry, etc.

    Even worse off, the capture point strategic system for prioritizing the capture of points on the map DOES NOT LOOK AT THE VALUE OF THE POINT!

    A 5 fuel point is the same as a 16 fuel point. The capture system only looks at capture point type, is it next to my territory and how far away is it from my base. All of these done in a linear fashion. Capture Priority = TypeScore + DistScore + ConnectionScore and that is it. Big no no.

    Also, I think its a mistake, but the AI updates and recalculates all its captures n what not many times over and over throughout the entire game. Sometimes when u see the AI 'jitter', its because of this. Just as the unit moved to the new x.y the previous set of orders has a lower demand now then say a newer one since now the ai is closer to this other thing so it adjusts. The recalcs are a few times a second. SOunds slow, but when u think about how u play. How many times per second do you reassess the situation? Maybe 0.1. Maybe 1 in a hairy spot. But no combat, no reason to reassess, yet the ai goes n goes.

    My biggest ai complaint is the lack of commenting and IO function listings. I found a way to code around and add a score for the value of the point and will be shooting that over to you as well Warn, but had to do some nasty ugly code hacking. There is a AIResource_GetResourceRate() and u get a value. There are functions to get the type of a resource, even its x,y,z, but u got to find them urself by sifting through all the other .ai and the .scar files and HOPE that they used one in there for u to find, but a get resource point value, nada. Have to do a name lookup function to get the string stored for the point, epsb/something/fuel_point_high, that crap and had to use a find function to find high or medium. Bad bad CS people.

    Still trying to understand the military point system they have set up, when i do, u will too.

  14. #14
    I have just a question for multiplayer.

    When someone drops and is replaced by the AI, what level is the AI set for?

  15. #15
    Auto sets for hardest level.

  16. #16
    Eaglsfanatic
    Guest
    Freeking spamming artillery on me through the fog of war.

    I dont even group units, but losing entire bases while in the FoW sucks. Suuuucks.

  17. #17
    My main complaints...

    There are almost no infantry built by the AI anymore, after 5-10 minutes it's all vehicles. Axis teams are the worst about this, PE I could understand doing that but all they ever have is scout cars and wehr only has puma's.

    What is going on with the mortars? In every game there are mortar teams walking around the map, sometimes they just walk right up to you to die.

    AI is using abilities in ways that the ability doesn't allow. Examples are the overwatch barrage and sector artillery being targeted in territory they don't own or have any units anywhere near yet they were able to not only target it but it also fires. I can't get that overwatch to work for me at all but they can target it in the fow and it fires, wtf? Off map artillery firing on artillery units, even though they are revealed after they fire I have never been able to fire back with an ability like this.
    Also last night my ai ally dropped paratroopers onto an enemy ammo sector on the other side of the map without revealing it first. I mainly noticed this because I had just fired 2 priests at that area to see if anything was there, and then those para's landed right in my artillery and were of course wiped out.

  18. #18
    The skirmishes have turned into a tech war, you won't really see much action until the tanks start rolling out. The first few minutes are basically bike/jeep and pio/engy spam plus the odd weapon squad thrown in the mix. It's ghastly boring.

    The problem with AI infantry is that they're too easily countered by a well placed MG. If the suicidal mortars are fixed then MGs can be countered, and the AI can and SHOULD use infantry more often rather than the usual pio/engy spam.

  19. #19
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    Kamikaze mortar squads - if they even stopped at range and fired it would be OK...

    Wire - Ialways hated wire anyway - but try wiring a bridge now and either you cant lay the last section, or 80% chance your guys finish and do a stan laurel expression as they try to work out how they ended up on the wrong side

    Spam, spam and more spam. (is The AI's philosophy for life - 'I think therefor I'm spam'.

    And what is the compliment to the spam, the lack of any sort of unit co-operation.

    As for the resource cheating etc - no problems - otherwise it can never compete (unless Relic are writing the great grandchild of Deep Blue!)

  20. #20
    Scrobes
    Guest
    Quote Originally Posted by Jow
    I can't tell you how many times I've told a vehicle or vehicles to attack something or even to just move somewhere, only to find the next time I check on them that they've stopped somewhere random and are just sitting there.
    I've noticed this once or maybe twice as well. But actually I thought this was due to the fact that maybe the vehicle stops because the unit you told it to attack, dies before it gets there, so it just stops. To me that sort of makes sense I suppose, unless we're expecting it to go to the last known point of that enemy or something. But I'm pretty sure it might be because the enemy unit it was told to attack dies before it can get there.

  21. #21
    I've posted about the AI being crap on a few occasions now. Hopefully they get through to Relic.

    Heres a recap:

    No infantry on some maps
    Brits moving there base vehicles to an ajasant field
    Germans spamming Pumas. Ive seen six on screen at once. This bug doesn't just go for Pumas, it happens with motor bikes etc
    Units standing idol
    No enemy for the first half of the game. AI a no show
    Brit AI doesn't build many defensive structures
    Brits use of Artillery
    I've sat an MG team infront a German bunker without a shot fired.


    I've also posted with screen shots a topic about one battle i had where i walked a brit MG team into the German base where almost defeated the germans. Even a Pumas rolled up and it retreated without a shot.

    I've played CoH 1.7 recently and she played like a human player (almost). It felt like it had some tactics going on, infantry moved with armor and there were no spamming.

  22. #22
    Buck_Nekkid
    Guest
    I agree with everything said above. I'll add this:

    The AI CAN BE brilliant. I've seen it used combined arms, arty and flanking.

    Mostly, though, it dribbles pio/eng units followed with a few vehicles, then nothing.

    Bridge maps seem to baffle the AI, once the human has gained control of the bridges. In other words, it doesn't know how to attack and sits still.

    AI USUALLY performs better on open field maps.

    The AI scripting on vCoH became pretty damned good. Can Relic steal from it and apply to CoH:OF?

  23. #23
    Captain Data
    Guest
    My Probs with AI are:

    - AI spams a lot. PE spams Hetzers or Marders, but often does not use infantry at all except for building and repairing.

    - Same for any other Sides except Brits: US-AI seems to fall in love with AT-Guns and / or Rangers, Wehrmacht uses Panthers too often.

    - AI-Mates doesn't coop with Player: When repairing a vehicle, it tries to "flee" from bad reparing team. If I have to destroy a Bridge to force the enemy to went to a specific "bottleneck", my AI-Comrade want to repair this bridge a few minutes later.

    - AI is not defending HQ.

    - AI rarely ever changes tactics. Assaulting an enemy positions with AT-Guns is a little bit odd.

    - AI does not build up a defensive perimeter.

    - PE-AI is not using the "Bergetiger".

    - Brits-AI doesn't check for enemies in a specific location when moving there one of its three trucks. Also, it does not retreat the Trucks when under heavy fire.

    - Dozens of minor probs.

    // Edit

    BTW I don't like open maps because then I have to go for the armored tree - but I love Infantry vs Tank Ambushes :P

  24. #24
    Ashmole3110
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    The only one I can think of at the moment is how the AI builds too many halftracks. Yeah whats the big deal you ask.Well,they don't actually use the halftracks-they keep them next to their HQ for some reason.Every time I play against the AI on skirmish I see at least one halftrack siting at the HQ's door doing nothing.

  25. #25
    - AI being able to see you in the fog of war, for example... ATs sniping you, British commandos dropping an insane amount of fake arty/real arty on you, mortars.

    - Not being able to choose a company/doctrine for the AI.

    - Using the attack beacon makes ALL of the AI's units go to that location and sit there when there is nothing left to do.

    - Hard and Expert Wehrmacht comps do not upgrade there veterancy. They should upgrade slowly.

    - Panzer Elite sit at there base like zombies until woken up.

    - Comps should send a portion of their units to defend there base when it's under attack.

    - Comps spamming the same units istead of using combined arms.

    - Comps sitting at a bridge or choke point not moving for anything, forcing you to kill them. You should get seniority to make them move when you need to get by.
    Last edited by Pershing720; 19th Oct 07 at 12:41 PM.

  26. Company of Heroes Senior Member  #26
    Pershing,
    A certain amount of the AI Player (vice AI units) being able to see into the FOW is necessary since the AI Player will never be very tactically smart (eg, coordinated flanking attacks). Some AI cheats (eg, resources bonuses and limited removal of FOW) are necessary to allow the AI to be a challenge. Having the AI Player know what your units can see allows the AI player to skirt units around yours into your rear areas, for example. The AI Player can see your units in the FOW, but not its units. Since the AI Player is not limited by FOW, it can use doctrine abilities such artillery and aircraft against your units that can't be seen by any of the AI Player's units. AI units, on the other hand, are limited to shooting at only units that the shooting unit can see or only at units that can be seen by friendly units (eg, hidden snipers you can't see, scout units like jeeps that can see further than your units - not all sight ranges are equal - you can be seen by something you can't see).

  27. #27
    I don't mind that the computers can see you in the fog of war. The one thing that I do mind however is the British commandos CONSTANTLY dropping fake and real artillery on you with no end. They should limit the amount of times the computer does that.

  28. #28
    Member sweeten2213's Avatar
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    I was just playing and realized how much better it would be get the CPU AI to be more of a challenge without just giving them the percentage bonus on expert. I don't want to play on hard because I want the extra challenge, but on expert it can be frustrating to lose to the quick teching or swarm (I play with the N44 mod so the swarm isn't quite the spam fest I gather vCoH is - it's actually a swarm of combined arms). If we could just get a "smarter" AI on higher levels.

  29. #29
    Hey Buggo, are you watching us from above? ;-)
    Kepp this post alive with posting about the AI. Relic must be reading this. Remy (rendering Relic guy), who was here a while back and concerned about the community of players such as us here. He told me that he also was going to chase this.

    Buggo, what more would you like from us?

  30. #30
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    Quote Originally Posted by Pershing720
    - Not being able to choose a company/doctrine for the AI
    That would be quite cool, in the skirmish screen not only being able to pick the CPU faction but also the docterine - that way if you want to see how a specific doctorine fairs against another specific doctorine (or how they play together if you pick a CPU ally) then you are able to. Of course, there would also be options so that the CPU is either assigned doctorines randomly or picks a doctorine depending on which one you pick / how the game progresses.

    Also what would be nice is having the option to have random CPU factions so for example if I was playing as Allies I could have a choice of Wehr/PE/Random Axis and then not find out which faction the CPU had picked until I first engage them.



    Oh, another AI bug is when the CPU picks airbourne for it's docterine that it spams paratroopers in it's own territory. If I was in the territory attacking when they dropped then fair enough, but under no pressure it spams them and has them idleing around. Surely on a map like Lyon, the Paratroopers should be dropping on the other side of the river, if one side is locked down and a bit of an impassé?

  31. #31
    True bro, the AI does spam into its own territories.

    Your point about the choose a Doctorine sounds pretty good. Set as Random or fixed. The open fields would be best for armor and urban for 88's etc...

    Also on the FOW AI element. I think the previous post was right that for the AI to see into the FOW this will allow combat any threats, and if your about to build a motor pool etc that AI can then build up there armor. Without the see into the FOW the AI will never appear to be a challenge...


    Here was my topic on the GREAT ;-) the AI is:
    http://forums.relicnews.com/showthread.php?t=165187
    Last edited by grahamwookie; 21st Oct 07 at 5:00 AM.

  32. #32
    Member Muad'Dib's Avatar
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    I'm still waiting on Warnstaff's Advanced AI MOD for OF.

    The OF AI is probably the worst AI I've ever seen in an RTS game (probably).This will hopefully get fixed in a patch or two.

    I've seen the PE AI spam about 2 dozen Kettens and kept them around his HQ. I had to use my mortar HTs to attack ground them just so the AI would start building buildings.

    The British AI sucks in so many ways! I've actually never seen the British AI call in gliders. So far all I've seen the Brits do is use the Regiment that has the Priests. Also, I've never seen the Brit AI build a slit trench...ever!

  33. #33
    Sicj
    Guest
    First off make them Attack and defend the high points of the map. Second make them Attack your most strategic locations not just your units. The AI should play by the "Zone" not by the spam factor. If they need to spam spam but at least have them securing the resorces for them to spam a force to ATTACK your base with. Also have them defend the Victory points and there base much better.
    Last edited by Sicj; 21st Oct 07 at 8:23 AM. Reason: Legibility

  34. #34
    Member sweeten2213's Avatar
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    @ grahamwookie - yeah, I read that post as well - pretty funny That thread and many similar are what caused me to start this one. Whether it be players wanting smarter AI for their own units, better AI for their CPU ally, or a more challenging CPU AI opponent, there are things that can be improved. It just seems as if the threads were spread a little too thin to draw attention.

    @Muad'Dib - I am also waiting for a Mod (in my case the N44 Mod) before getting OF. I would love to see the modders have a better baseline to start with. For mods like the one I play that imrove the AI, but don't concentrate as much on the AI as Warnstaff, better hardcoding would be helpful and greatly appreciated.

    Hopefully more people who want to see a more challenging AI opponent will continue to chime in. That part appears to be the more neglected one in patches (and from what I gather the AI opponents have actually gotten worse in OF that in CoH 1.71).

  35. #35
    Banned Ace651's Avatar
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    I still have my boxed version of COH (as well as a steam COH what a waste) and it is nice to install the boxed COH on a compy and not update it because the AI even on normal was *insane* and so good. I miss that. I remember that I thought the game sucked when it first came out because the AI was so hard for me to play then, after all the years of Age of Empires and 150+ man armies... Those were the days, when the AI was incredible...
    -cm

    [EDIT] I do remember that the AI would somehow leave tons of dropped weapons at it's base in vCOH and you could make five engi squads and sneak up to his base and YOINK! you have 3 HMG and 2 mortars lol.

  36. #36
    Member Praylak's Avatar
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    Simulated AI

    Its like night and day comparing vCoH AI to this latest abomination. Out of respect, it does do some cool things now like repairs, and I see more mines and such. But talk about one step forward, taking two back. There is some really retarded stuff going on in some games. Retarded suggests intelligence, I'll rephrase that to just broken. It was hilarious at first but I think I'll go back to DoW until this gets fixed as its frustrating as hell.

    What about the Brit AI, have you taken a close look at that? ROFL. I run out of building space (Montherme map), and I couldn't build my tank factory next to my other structures because the Brit AI sat both trucks down right in the middle of HQ. Thinking to myself "Buddy, use them trucks and take some fuel sector, a VP or something useful." It happens with enough frequency that I resign from using the Brit AI as an ally or I use them myself.

    @Relic: Next time divert some of that budget for graphics to AI please. I like eye candy just us much as the next guy, but not at the cost of this. Gameplay first, graphics second.

    I love this game, don't get me wrong, but it's AI is fooked.

  37. #37
    This pic says everything that is wrong with the AI in coh:of.


  38. #38
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    Actually, I thought this summed up what was wrong with it?


  39. #39
    Member Warnstaff's Avatar
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    Those pics say to me "Relic made me to make the AI mod look good!"


  40. #40
    Bloody hell, I've never seen kitten spam. That is awful. How did they ever let that be possible?

  41. #41
    Encore
    Guest
    this is why so many people are complaining............its ok for tho's people that never play the skirmish and only play online, but for the 70% of us that do not play online this game is fooked..............i just want it fixed so i can can go buy it.

  42. #42
    Member sweeten2213's Avatar
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    I love the pics, guys Definately drives the point home.

  43. #43
    Well does relic even look at this thread?. What is point of saying this if relic and thq does not even listen?.

    I decided to put COH : OF on hold and decided to buy some other game maybe orange box would do.

    I had enough of problems with COH after installing 2.101.

  44. #44
    Member sweeten2213's Avatar
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    Well, we're not sure if Relic is watching the thread, but I do know Buggo did mention they were compiling AI issues. So, let's hope they are watching. Buggo was reading that thread (which was themed a little different and I think this will be more of what we need), so I hope he sees this one.

    BTW, Relic. I know I've seen a lot of threads that were kind of harsh, and I'm glad this hasn't quite turned into that. Just wanted to put out some of the issues so you can look into it. More of a suggestion box for AI problems specifically.

    @Encore - thanks for backing me up on the need for a better AI for those of us who skirmish the CPU
    Last edited by sweeten2213; 23rd Oct 07 at 1:20 AM.

  45. #45
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    Yeah, I've never noticed the AI bringing in any of the commando gliders either. It does seem to use artillery better now - the decoy flares always keep me on my toes.

    Mostly I'm sick of the vehicle spam. All four sides rarely make much infantry or use it well.

    Sometimes AI players will go into retard mode and forget how to make more buildings if you destroy one or two, or forget how to make infantry if its HQ is destroyed and repaired, so you get doctrine-only units. StuH spam is pretty funny, especially against Fireflies.

    British AI is definitely the worst of the four sides. I caught two British AI opponents with four of their six trucks in one sector, and ALL of them were on Strategic Points rather than Fuel or Munitions.

    Also irritated that Wehrmacht Hard AI *still* doesn't build the Kampfkraft Centre for veterancy. Easy AI always did this. Argh!

  46. #46
    I hope the AI would somehow have some kind of learning. As it is if an infantry squad encounters an MG they would retreat a short distance but would immediately return to the same MG until they are decimated or decided to fully retreat. They don't go around or use counter on what they've encountered.

  47. #47
    Flanking is probably too complex a maneuver to expect out of AI, but mortars should handle MGs nicely. SO FIX THOSE MORTARS NOW.

    Actually, I'd like to see the AI garrison their MGs and let the human player practice flanking. Right now MGs are usually wasted doing capping work and easily killed. WSC opening on an urban map can be a nightmare, but when the AI uses it it's a free win.

  48. #48
    The AI is really bad at threat determination. Good example of this is that on a 2 vs 2 map (myself and a friend playing co-op), the AI went British and spammed Priests that constantly attacked my base, even running the odd Stuart and Cromwell at the base. Why was it focused on my base and not my front-line troops?
    What kind of coding told it to focus on attacking me and ignoring my friend?
    At one point I watched a priest drive into his base and sit in his base while shelling my base!
    How mad is that?
    "I'm as sane as the next river."

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  49. #49
    Member Praylak's Avatar
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    I think thats a key point Quercus, Threat determination. It should be the first thing they look at when they address the AI as I think it would make the most significant change.

    I don't how many times as Allies I've seen a Puma/scout car base rape and my ally just kept building half-tracks or something else thats totally inappropriate for the current situation. If it would have built one AT gun and left it at the back of his base, problem solved. Thats the main reason why I play USA/Airborne so I can quickly drop AT guns to help them out.

  50. Company of Heroes Senior Member  #50
    Relic needs to look at the Hochwald Gap map too. The AI will build a Fwd HQ at the building+windmill in the corner on the center island area on the right side of the map. Then every unit that comes out of it gets stuck behind it.

    Also, regarding overall map design for the new OF maps, why are so many designed with rivers crossed with just a couple bridges just outside each sides base area? Hochwald is like this and a few others too. Yeah, you could argue this makes your base area easier to defend but it also means you can be bottled up in your base area too - bridges work both ways. I would have like see more maps like Angoville, Hill 331, Hedgerow Siege, and McGechan's where base access is more open.

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