So the newer version is an AI mod and a few tweaks to CoH as well? Balance tweaks?
Sorry if I'm being a bit slow, just trying to understand.
So the newer version is an AI mod and a few tweaks to CoH as well? Balance tweaks?
Sorry if I'm being a bit slow, just trying to understand.
In the future there will be only cramped map design.
Please do not add skin changes to your mod. I want to play your latest AI but do not want new skins.
Hello,
It would be nice to improve snipers, because each time they are hurt, they return to their HQ and this is often unjustified.
I don't know if that possible, but here are some basic suggestions:
- If hit by a vehicle, armored or artillery/mortar, immediately return to the HQ.
- If hit by infantry at very close range, immediately return to the HQ.
- In others case, if hit and health less than 40-30%, stop fire, retreat and heal.
The snipers have a sort of auto-retreat 'no-matter what' value set that is most effective at keeping them in play. Asking anyone to do better with this would likely be a waste of time and coding time. Best bet is to simply lower that retreat percentage. I'd suspect Azooma probably already did that.
Correct me if I'm wrong, but I think snipers, just like lieutenants (leaders), British HQ trucks and Goliath RC bombs, are special units which aren't affected by too many conventional settings at all.
As far as I'm aware, to control these units properly, you need to either use a scar script or, more likely, take off their special unit status in their squad rgd and then make a very good set of tactic rules for them. In fact, you might also need a (hidden) retreat ability to control the retreat separately from other units. Controlling special unit auto-retreat isn't possible without this.
In fact, due to Relic AI sucking so much and lieutenants not retreating at all, we did make a special retreat ability for units to control the retreat of units in our mod and the actual retreat percentage for AI is set to 0. But yea, snipers still behave the same way they always would, regardless of normal retreat being literally disabled.
v20120329 sniper ai improved
One shooting to the enemy, And just during short time... Sniper will step back (not retreat)
and.....
Healing US sniper will stop at HQ
Wehr sniper will use medickit.
and.....
Sniper do not retreat in engage enemies light fire.
I will more improve sniper AI for retreat scenarios.
Thank you for the update. I love it.
v20120402
PE Boobytrap AI Improved
PE Scorching point AI added
Allies Repairing Scorched point AI Improved
Axis army will do not repairing Scorched point
Bug fix for infinite repairing Scorched point problem
Last edited by Azooma; 1st Apr 12 at 4:56 AM.
British was more efficient before v20120403. Looks like it builds more sappers than armored now.
With WM they are often under suppression and Stuart help here.
v20120412 Log
Documents rewriting
PE Goliath Camo bug fix
Infs in APC receive demage nurff
Nebelwerfer artillery angle changed
some small bug fix
v20120413 Log
Heavy weapon capture AI improved
Equipment needs munition rebalance
Bug fix
v20120414 Log
Add upgrades MG42, Skurzen for PE panther
Bug fix
v20120415 Log
Artillery AI improved
Bug fix
v20120416 Log
Artillery AI improved
v20120417 Log
'Allied War Machine' using AI improved
'Field Repairs' using AI improved
'Blitzkrieg assault' using AI improved
'Inspired assault' using AI improved
Command tree choosing AI improved
Unit producing AI improved
Change resource rate for Hard, Expert AI
Last edited by Azooma; 15th Apr 12 at 10:43 PM.
v20120418 Log
25pdr Howitzer construction AI improved
Unit producing AI improved
Bug fix
v20120419
Jagdpanther can use camouflage
Bug fix
v20120420
Allies demolition charge AI added
Bug fix
v20120421
British artillery regulation
Priest AI improved
Bug fix
#122
Azooma, I suggest you'd wait with releasing new versions more than a day, perhaps every week. Currently you are releasing a new version twice a day with 3 maybe 4 changes, which results in many double posts of your own as well as that nobody will keep downloading and updating so often..
Thanks your suggestion. My impatience made that problem or bugs.
v20120423 Log
Cover find AI improved
Purchase AI improved
Tech AI improved
'Fire up' AI improved
Commando 'Smoke' AI improved
Priest will not ignore during Captain use 'Victor Target'
Change showing every off-map artillery projectile's tails
Many bug fix
AI British are buggus, I have my truck set up and it want the same place it stay here without trying to go somewhere else. It happens with Field Support Truck and Armor Command Truck on several games.
v20120424
British HQ truck problem solved
PE purchase AI improved (include off-map forces purchase)
Wehr purchase AI improved (for 4tier)
AT, ATWs attacking priority change to CW emplacement, trucks
Some bug fix
v20120425 Log
PE company skill choice AI improved
PE panther calling AI improved
Bug fix
Hi Azooma,
Can you see the bug I mentioned above ?
I have a uploaded a recorded game file, you can see what happens.
Thanks your report and replay file. I will try to fix that.
v20120426 Log
slax reported British truck bug fix
v20120427 Log
Booby trap AI improved
British truck AI improved
PE tech AI improved
Bug fix
Hi thanks Azooma, it's fine now.
Always a pleasure to play with your mod.
Thank you slax to your very comfortable words.
Azooma how do I get the cheatmod working with this? I have it installed in the right folders, but it does not work ingame.
Bacause cheat mod have some problem in multiplay, I was not include cheat stuff to TAI mod.
BumbleBeeTuna// You must change Tactical_AI_Mod.module to using editor.
And your shotcut' target must be changed for '-dev'.
yep got it working, ty very much. Great AI mod btw![]()
Hi,
I still found a bug,
With Royal Artillery Support (British), in the Command Tree, I select 'Supercharge Artillery Rounds' first but after I can't select 'Overwatch Artillery' when I reach 2 other command points.
Old versions of TAI don't have this problem.
Last edited by slax; 1st May 12 at 10:03 PM.
Thanks your report.
v20120430
command tree AI improved
script sort for performance
bug fix
v20120502 log
slax reported command tree bug fix
Last edited by Azooma; 2nd May 12 at 1:09 AM.
Thanks for the fix Azooma.
Nice to see regular updates Azooma, it's been a while since I used your mod. Great work.
v20120505 log
locale bug fix
Thank you guys...
And... CoH2......orz..... AI plz!!!!!!
Hello to all,
maybe a dumb question but is this mod: "Tactical AI Mod" needs any other mod or tool to work because
when I check the archive, I don't find same kind of files that on other AI mod like "Nurbsico Improved AI Mod" for exemple...
Files which describe ai behaviour and so on... Am I missing something or am I too old...
Thanks dfor your support.
BZ.
That's files included in TAIData.sga
thanks for quick reply Azooma !
Cheers.
wow$$$$ thank you azooma this mod works great and its great way to prepare for pvp its like playing against a real player play against the normal ai is a waste of time and not as fun compared to tactical mod all i can say is get this mod and dont look back easy to install to.![]()
Does the AI respect fog of war, or does it have total map vision?
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