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Tactical AI Mod v20120513 (for CoH 2.602)

  1. #101
    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.

  2. #102
    Please do not add skin changes to your mod. I want to play your latest AI but do not want new skins.

  3. #103
    Quote Originally Posted by LarkinVB View Post
    Please do not add skin changes to your mod. I want to play your latest AI but do not want new skins.
    You can change or remove any skin in TAI to using your skills.

  4. #104
    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.

  5. #105
    Quote Originally Posted by slax View Post
    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.
    I will try... but please don't expect that.

  6. #106
    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.

  7. #107
    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.

  8. #108
    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.

  9. #109
    Thank you for the update. I love it.

  10. #110
    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

  11. #111
    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.

  12. #112
    v20120412 Log
    Documents rewriting
    PE Goliath Camo bug fix
    Infs in APC receive demage nurff
    Nebelwerfer artillery angle changed
    some small bug fix

  13. #113
    v20120413 Log
    Heavy weapon capture AI improved
    Equipment needs munition rebalance
    Bug fix

  14. #114
    v20120414 Log
    Add upgrades MG42, Skurzen for PE panther
    Bug fix

  15. #115
    v20120415 Log
    Artillery AI improved
    Bug fix

  16. #116
    v20120416 Log
    Artillery AI improved

  17. #117
    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.

  18. #118
    v20120418 Log
    25pdr Howitzer construction AI improved
    Unit producing AI improved
    Bug fix

  19. #119
    v20120419
    Jagdpanther can use camouflage
    Bug fix

  20. #120
    v20120420
    Allies demolition charge AI added
    Bug fix

  21. #121
    v20120421
    British artillery regulation
    Priest AI improved
    Bug fix

  22. Modding Senior Member Company of Heroes Senior Member  #122
    Cel├ęstial by heart Celution's Avatar
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    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..

  23. #123
    Thanks your suggestion. My impatience made that problem or bugs.

  24. #124
    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

  25. #125
    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.

  26. #126
    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

  27. #127
    v20120425 Log
    PE company skill choice AI improved
    PE panther calling AI improved
    Bug fix

  28. #128
    Hi Azooma,

    Can you see the bug I mentioned above ?
    I have a uploaded a recorded game file, you can see what happens.

  29. #129
    Thanks your report and replay file. I will try to fix that.

  30. #130
    v20120426 Log
    slax reported British truck bug fix

  31. #131
    v20120427 Log
    Booby trap AI improved
    British truck AI improved
    PE tech AI improved
    Bug fix

  32. #132
    Hi thanks Azooma, it's fine now.
    Always a pleasure to play with your mod.

  33. #133
    Thank you slax to your very comfortable words.

  34. #134
    Member TheVole's Avatar
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    Azooma how do I get the cheatmod working with this? I have it installed in the right folders, but it does not work ingame.

  35. #135
    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'.

  36. #136
    Member TheVole's Avatar
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    yep got it working, ty very much. Great AI mod btw

  37. #137
    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.

  38. #138
    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.

  39. #139
    Thanks for the fix Azooma.

  40. #140
    Nice to see regular updates Azooma, it's been a while since I used your mod. Great work.

  41. #141
    v20120505 log
    locale bug fix


    Thank you guys...

    And... CoH2......orz..... AI plz!!!!!!

  42. #142
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    around Paris
    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.

  43. #143
    That's files included in TAIData.sga

  44. #144
    Member
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    thanks for quick reply Azooma !
    Cheers.

  45. #145
    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.

  46. #146
    Does the AI respect fog of war, or does it have total map vision?

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