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Tactical AI Mod v20120513 (for CoH 2.602)

  1. #1

    Tactical AI Mod v20120513 (for CoH 2.602)

    Tactical AI Mod
    v20120513 English document
    (for COH 2.602 Multi-Language)











    == Notice ==
    If you already have older version of Tactical AI Mod, Need to delete whole files of it.
    (If not, mod can be crashed)

    This mod made for skirmish and multiplay games
    So this mod cannot support any campaign, mission or operation games

    You can play with your friends using this mod in multiplay.
    (But must at same version of mod)





    For tactical improved AI, I made this stuff.
    Here for AI improve logs

    Common changes
    1. Choose build-order and tech-tree more properly according to situation
    2. Choose doctrine and company skills more properly according to situation
    3. AI do smart throw away grenades to enemy
    4. Constructing mine AI improved
    5. AI do Improved react about enemy added items or upgrade
    6. In repairing, AI’s vehicle do not running away
    7. Most infantry squad do capture abandoned heavy weapons
    8. 105mm howitzer uses 'Fire Artillery'
    9. Nebelwerfer uses 'Fire Artillery'
    10. Most unit artillery fire next retreat
    11. Don't spamming smoke abilities
    12. Rarely uses company skill spams like off-map reinforcement
    13. Rarely uses building garrison to officer, sniper, SMG infantry
    14. Officers and snipers combat AI improved
    15. Every vehicles combat AI improved

    US Army
    1. Use 'Paradrop engineers' when HQ destroyed
    2. Use 'Off-map combat group'
    3. Don't use 'Air reconnaissance'
    4. T17 uses 'White phosphorus rounds'
    5. M8 greyhound uses 'Armored car mine drop'
    6. Hellcat uses 'Camouflage'
    7. Engineer squad uses 'Demolition charges'
    8. M1 AT uses 'AP rounds' when combat heavy vehicles
    9. 'Allied war machine' using AI improved
    10. 'Field repairs' using AI improved
    11. Riflemen squad don't use 'Suppression fire' on vehicle
    12. When upgrades company skill 'Defensive operations', Riflemen constructs mine
    13. Sniper do not fire on enemy vehicles or empty buildings
    14. Sniper will move battlefield after finished healing from triage center
    15. M1 thompson ranger squad do closes combat to enemy infantry
    16. Engineer squad do closes combat to enemy infantry
    17. Use 'M3 halftrack with engineers'

    British CW
    1. HQ trucks 'Set up' AI improved
    2. 25pdr Howitzer construction AI improved
    3. Tommy constructs CCS close HQ truck
    4. CCS uses 'Medical supplies'
    5. Recon tommy squad do 'Deploy marksman'
    6. Cromwell uses 'Flank speed'
    7. Churchill don't use 'Tank shock' against on vehicle
    8. Stuart don't use 'Fire canister round' on garrisoned infantry
    9. 17pdr AT uses 'Face weapon' for tracking target
    10. Officers uses 'Capturing strategy points'
    11. Officers uses 'Retreat'
    12. Officers with low health rarely charge to enemy for use 'FOO barrage'
    13. Officers don't use 'Maintain command range' on recon tommy and any commando squads
    14. Captain uses 'Victor target'
    15. Lieutenant uses 'Heroic charge' more frequently
    16. British infantry uses 'Withdraw to captain's position' more tactically
    17. 17pdr AT uses 'AP rounds' when combat heavy vehicles
    18. Bren carrier don't use 'AP burst' against on infantry
    19. Commando squad uses 'Concealing smoke'
    20. Commando squad uses 'Demolition charges'
    21. Commando squad do closes combat to enemy infantry
    22. Use 'Glider HQ' to produce commando weapon teams
    23. Use 'Kangaroo carrier with PIAT commandos'
    24. Use 'Kangaroo carrier with sappers'
    25. Use 'Bren carrier with infantry section'
    26. Don't produce 'Cromwell command tank'
    27. Sapper rarely upgrades 'Expert engineers'
    28. Sapper rarely upgrades 'Disposal and detection section'
    29. Priest AI improved
    30. Bren LMG tommy uses 'Button enemy vehicle'

    Wehrmacht
    1. Use 'Wehrmacht reinforcements' when HQ destroyed
    2. Use 'V1 rocket'
    3. Officer uses 'Supervision'
    4. Pioneer uses 'Salvage wreck'
    5. Pak38 AT uses 'Camouflage'
    6. Stormtrooper squad uses 'Camouflage'
    7. 'Medical kit' using AI improved
    8. 'Blitzkrieg assault' using AI improved
    9. 'Inspired assault' using AI improved
    10. Sniper do not fire on enemy vehicles or empty buildings
    11. Don't use 'Assault' on enemy vehicles or tanks
    12. Volksgrenadier and Knight's cross holder squad don't use 'Fire panzerfaust' on infantry
    13. MP44 stormtrooper squad do closes combat to enemy infantry
    14. MP40 volksgrenadier sqaud do closes combat to enemy infantry
    15. Knight's cross holder squad do closes combat to enemy infantry
    16. Vet.3 pioneers do closes combat to enemy infantry or light vehicle
    17. Use 'Sdkfz 251 Halftrack with Pioneers'
    18. Don’t fix scorched point
    19. Don't produce 'Goliath'

    Panzer Elite
    1. Use 'Reinforcements' when HQ destroyed
    2. Use 'Air-dropped SD-2 butterfly bombs'
    3. Bergetiger uses 'Recover wreck'
    4. Marder III tank hunter uses 'Site main gun'
    5. Panzer IV infantry support tank uses 'Rapid fire'
    6. SdKfz 221 (Scout car) uses 'Secure sector' for combat
    7. SdKfz 222 (Armored car) uses 'Overdrive'
    8. Light AT halftrack uses 'Tread breaker'
    9. Light AT halftrack uses 'Focused firing'
    10. Schwimmwagen type 128 uses 'Mark target'
    11. Schwimmwagen type 128 uses 'Incendiary trap'
    12. Schwimmwagen type 128 uses 'Mine drop'
    13. Under-attacked schwimmwagen type 128 avoid the combat
    14. Under-attacked kettenkrad avoid the combat
    15. Kettenkrad uses 'Booby traps'
    16. Kettenkrad uses 'Camouflage'
    17. Hetzer uses 'Camouflage'
    18. Infantry uses 'Sprint' more frequently
    19. Fallschirmjäger don't use 'Fire panzerfaust' on infantry
    20. G43 panzer grenadiers uses 'Suppressive volley fire'
    21. Panzer grenadiers uses 'Booby Traps'
    22. MP44 assault grenadier squad do closes combat to enemy infantry
    23. Use 'Hummel 150mm self-propelled howitzer' with Barrages
    24. Use 'Panther battle group'
    25. Use 'Infantry halftrack with panzerschreck tank buster'
    26. Uses 'Fallschirmjäger infiltration' to civil buildings
    27. Use 'scorched point' in Scorched earth tactics
    28. Don’t fix scorched point
    29. Don't produce 'Funkwagen vampire halftrack'
    30. Don't produce 'Munition halftrack'



    On the other hand, current 2.602 AI is just opposite.
    Of course, 'AI using abilities unused before' doesn't mean that AI will use it blindly.
    'Don't use specific ability on specific target' means too.
    AI will now use appropriate ability on appropriate target.
    For example, LAT focus fire will now almost be used on infantry target.

    As a example of SMG Infantry,
    if they don't has enough squad members or HP, veterancy. avoid closes combat.

    For hundreds of tested... I adjusted skills & producing units at right frequency.





    To remove bugs and improve gameplays environment,
    Here for Change logs

    1. Replay cinema mod bug fix
    2. Every units population rebalanced (Multiple 10x)
    3. Modified every 'Infantry ATW' for auto-targeting priority
    4. Every heavy weapon teams can reinforcements squad member
    5. Changing heavy weapon teams reinforcements costs for balance
    6. When getting every company skill, you can have more CP (Showing XP)
    7. Even not upgrade top-MG gunner, most vehicle invisible top-MG
    8. Do not fire small-arms to some of enemy tanks as a auto-targeting
    9. Bug fix that infinite repairing Scorched point problem
    10. You can produce Tales of valor DLC unit with original unit (ex. Able producing M8 and T17 together in motor pool)
    11. Changed button position for US Army HQ 'Demolition charges' upgrade from 9 to 10 (Overlap between 30cal MG 'AP rounds')
    12. Bug fix that Panthers 'Top MG' cannot rotate problem
    13. Add a upgrade 'Increase squad size' for knight cross holders
    14. Add a skill 'Medical kit' for most heavy weapon team
    15. Remove a skill 'Medical kit' for captured CW heavy weapon emplacement
    16. Bug fix that 'APCR rounds' do not applied to recovered vehicles problem
    17. Hetzers required cost of maintenance modified 0.00224 -> 0.0224
    18. During camouflage, Hetzers top-MG is disable
    19. Changed target cursor for Scout cars 'Secure sector' to auto-fitting
    20. Add ability 'Secure sector (Right now)' to Scout cars (P)
    21. Received demage for infantry in APC rebalance
    22. Bug fix that infantry squads in APC being sniped both problem
    23. Bug fix that Panzer Elite camouflaging goliath never detected problem
    24. Add upgrades MG42, Skurzen for PE panther
    25. Fallschirmjägers HP and reinforcements cost increase
    26. Do not fire small-arms to some of enemy tanks as a auto-targeting
    27. 'Increase squad size' for panzergrenadier system changed (every PG squad can choice apply or not)

    This is stats for AI in level of difficulty.

    _________Easy___Normal__Hard___Expert
    Manpower_100%__100%___150%__185%
    Munition__100%__100%___150%___185%
    Fuel______100%__100%___100%__100%
    Unit HP___100%__100%___100%___100%

    Except this, Everything is same
    like Ability, Offensive, Defensive, Avoid, Purchase priority or etc.
    But 'Easy AI' do not use retreat.





    Download latest version
    MediaFire
    RapidShare






    Installation
    Because more easy installing and gaming,
    Packaged short-cut for DVD user & Steam user.

    If you had installed old versions Tactical AI Mod, you must delete all of that.
    Tactical_AI_Mod (Folder)
    Tactical_AI_Mod.Module
    Tactical_AI_Mod_Ops.module
    Tactical_AI_Mod_DLC1.module
    Tactical_AI_Mod_DLC2.module
    Tactical_AI_Mod_DLC3.module
    Tactical_AI_Mod
    Tactical_AI_Mod (Steam)
    Tactical_AI_Mod (Win7 64bit)
    Tactical_AI_Mod (Steam Win7 64bit)

    Uncompress Zip

    Tactical_AI_Mod (Folder)
    Tactical_AI_Mod.Module
    Tactical_AI_Mod_Ops.module
    Tactical_AI_Mod_DLC1.module
    Tactical_AI_Mod_DLC2.module
    Tactical_AI_Mod_DLC3.module

    1 folder and 5 files must move this folders to collect your CoH environment.

    C:\Program Files\THQ\Company of Heroes _________________________(DVD Package User)
    C:\Program Files\Steam\steamapps\common\company of heroes _______(Steam User)
    C:\Program Files (x86)\THQ\Company of Heroes ____________________(Windows7 64bit DVD Package User)
    C:\Program Files (x86)\Steam\steamapps\common\company of heroes __(Windows7 64bit Steam User)

    Then you can use and lay anywhere Short-cuts.
    You can use this Mod even your CoH is another countries retailing game.











    Also... you can download
    Old versions TAI v20110821
    MediaFire
    RapidShare

    (Almost same between vanilla CoH)





    Thank you
    Last edited by Azooma; 12th May 12 at 4:23 PM. Reason: update

  2. #2
    Hi Azooma, I'm about to give this a try.

    I have been using Nurbsico's AI mod up to now but shall see how this compares, have you tried his NIMP AI Mod? It may have some useful information if you're interested in modding CoH AI.

  3. #3
    j0shimi...

    Nurbsicos released the NIMP AI Mod v0.99Z at 09-28-10. Right?


    Well... I think... using Tactical AI Mod is better to using NIMP AI Mod...

    Ex : He describe that... Booby trap ability in NIMP AI Mod might be flawed!

    But... Tactical AI Mod has not something like that problem.


    I tested Tactical AI Mod in any, every situation.

    May be.. 100 games? kkk


    Now... I still update this Mod... for bug fix~ improve AI~ balancing~ etc...


    You... introduce me NIMP AI Mod and Nurbsico...

    so... I will play NIMP AI Mod.

    Any way... thank you.... new information. [COLOR="Silver"]

    ----------




    j0shimi...

    I can not play NIMP AI Mod.

    This mod report fatal error at start game. I just see HQ and Engineer. then game error

    If you have good working NIMP AI Mod, then give me that.
    Last edited by Azooma; 29th Oct 10 at 4:23 PM.

  4. Modding Senior Member Company of Heroes Senior Member  #4
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Quote Originally Posted by Forum Guidelines
    7. All posts are to be made in English.
    If you post something in a different language then a translation is required. Most of the staff only read English text, therefore we cannot moderate posts that are not written in English.
    This also includes posting legibly and not overusing "txt msg shorthand". We're not an English class here, and for a lot of our members English is not the primary language, and occasional typos happen. We do however ask that you put some effort into your posts - if you are prone to bad spelling, use a spell checker. This also refers to excessive use of text message/AOL/leetspeak. You are not pressed for time to answer, and you have a great big keyboard in front of you, so nothing is gained by using "u" instead of "you" other than making it harder for others to read your posts.
    Could you please post it in english?

  5. #5
    Azooma I just played a game with your mod and it was brilliant.

    I played as Wehrmacht with an AI Panzer Elite vs Brits and US AI on normal. I saw the units working brilliantly together, the AI were garrisoning vehicles and buildings effectively which I have never seen in a match before and working well in squads, it was a very tough game.

    Could you please work on making all the changes available in English when you have the time, I noticed some new abilities such as the Wehrmacht Sniper Medic AI, I have no idea what these do?

    Great work on the most challenging AI yet!

  6. #6
    Member senseo1990's Avatar
    Join Date
    Feb 2008
    Location
    Germany =)
    Does it work properly with other mods? And does it affect my original Company of Heroes?
    Please try out my very first map Reichswald (2 Players)
    http://forums.relicnews.com/showthread.php?t=241610

    PM if you wanna play CoH =)

  7. #7
    @j0shimi

    the Wehrmacht Medic sniper skill (for AI) is just sniper killing medic when sniper was not combat and have a free time....

    You can see AI using this skill rarely.


    Now I'm translating this post to English even newest with my friend Macmillan. please wait...



    @senseo1990

    You must need hardly work for this mods AI data moving the other mod.

    Perhaps, This work frequently report Sync Error or Fatal Error.

    If you want that...

    You must study in Tactical AI Mod 'ai' folder's everything.

    You must understand how can AI use skill... how can AI produce unit.... how can AI select strategy importance.

    I don't find any site, any documents for CoH AI Modding. It was very hard.



    original Company of Heroes.... you guy want to this.....

    GeoffS saying... this stuff is cheating..;;

    Even not match my oppinion... but... you know?

    If you want that stuff... you can send me E-mail.

  8. #8
    Thanks for taking the time to translate this for us, I look forward to seing the full changes.

    I have played a few games now and I'm really enjoying it so far, your AI is fun to play against. A few things I have noticed, the Wehrmacht AI haven't been using veterency upgrades and sometimes not building the Kampkraft Centre at all.

    EDIT: Forget that last comment, I just came up against an enemy Wehrmacht AI using their Kampkraft Centre and a triple veterency Tiger! Excellent work.

    I have been playing against normal AI so far, does your AI use the same albility and tactics on all difficulties?
    Last edited by j0shimi; 20th Oct 10 at 4:18 PM.

  9. #9
    @j0shimi
    I have been playing against normal AI so far, does your AI use the same albility and tactics on all difficulties?
    humm...

    Easy
    manpower 100%
    munition 100%
    fuel 100%

    Normal
    manpower 100%
    munition 100%
    fuel 100%

    Hard
    manpower 150%
    munition 150%
    fuel 100%

    Expert
    manpower 185%
    munition 185%
    fuel 100%

    and.. every difficulty AI has same HP, attacking, defensing... everything


    oh!.. easy AI do not using squads regular retreat...
    Last edited by Azooma; 21st Oct 10 at 4:36 AM.

  10. #10
    Thanks Azooma, great work and thanks for the translation and new release.

  11. #11
    For now.... I have a zealot... his name is j0xxxxx

  12. #12
    Haha, yes sir.

  13. #13
    Azooma, how can i disable the Tiger and Pershing skins in your mod, I would rather use my own skins. I have deleted the files located in C:\Program Files\THQ\Company of Heroes\Tactical_AI_Mod\Data\Art\Models\... but they are still in the game.

    Also, is it possible to make or edit this mod with only the AI changes and nothing else, I do like some of them, for example the sniper firing on infantry only but I don't like changes such as making Panzer Elite Flakvierling immune to bullets.

    Thanks.
    Last edited by j0shimi; 24th Oct 10 at 9:06 PM. Reason: Edit.

  14. Company of Heroes Senior Member  #14
    Moderator Lethal Dosage's Avatar
    Join Date
    Sep 2007
    Location
    In the back of my mind.
    This looks very good, and the English on the first post is quite good. I'll give this a try, it may just become my preferred AI mod.

  15. #15
    @j0shimi

    10. Snipers can't fire on any vehicles even forced-attack
    Actually... I don't want that human players sniper can not fire enemy vehicle.

    Also... I want that AI players sniper will not fire enemy vehicle.

    For now... I can not get done this 2 issue.

    So... I just make this AI mod to that....

    ----------

    v20101026 Release note...

    Commonwealth
    Tommy constructs CCS
    CCS uses 'Medical Supplies'

    Human player can not use and see any skills for AI
    Last edited by Azooma; 25th Oct 10 at 2:21 AM.

  16. #16
    No problem Azooma. However is it possible to let us know how to remove the Tiger skins from changing?

  17. #17
    @j0shimi

    Yes you can.

    Tiger skin in Tactical AI Mod is just vanilla CoH skin....

    You can change to work in Corsix's mod studio.

    Tactical AI Mods Tiger consist of 5 vehicles ebps....

    attrib\attrib\ebps\races\axis\vehicles\tiger.rgd
    attrib\attrib\ebps\races\axis\vehicles\tiger_black.rgd
    attrib\attrib\ebps\races\axis\vehicles\tiger_red.rgd
    attrib\attrib\ebps\races\axis\vehicles\tiger_voss.rgd
    attrib\attrib\ebps\races\axis\vehicles\tiger_rebuilt.rgd

    tiger and tiger_rebuilt is same skin

    In ebps... You can change the tiger skin by changing 'entity_blueprint_ext' entries.

    I can saying only this way. Because I have not enough changing skins knowledge.

  18. #18
    Thats great, thanks.

    I have been using your mod and have not seen the Brit AI use the Hull Down ability, Nurbsico used this feature in his mod, I wondered if you will include it?

  19. #19
    @j0shimi

    I'm just asking to you...

    How can AI tactically using the Hull Down ability.

    In the ranking games... nobody using the Hull Down ability in normal situation.

    Or.... perhaps... they use that in odd spamming chuchills...

    Do you want spamming AI? Please say me... No...

    I think... tanks tactical moving is very important.

    Anyway... thank you to your opinion.

    I wish I want anyones different opinion.

    Respect diversity.



    ADD...

    You sent me Nurbsico's AI Mod...

    That is not working too...

    In the Nurbsico's AI Mod... most script files is crashed.

    I can not getting normally working Nurbsico's AI Mod in anywhere....

  20. #20
    It isn't perfect but it does use some tactics, it will hull down if fairly matched and will stop Hull Down and retreat if overwhelmed. It is by no means a necessity but the variety in tactics can be nice. However I would rather have a more intelligent AI then a badly functioning Hull Down.

    I don't think anybody wants a spamming AI, I am merely adding suggestions and comparisons to potentially further your mod.

  21. #21
    v20101027 Release note...

    Commonwealth
    Officers retreat bug fix

  22. #22
    I noticed your responce, in your edit. I'm not sure what the problem could be? The mod does work correctly for me so I cannot say what it is, maybe you have edited the original CoH files perhaps? Also, I noticed you have updated to v20101027 yet the link still points to v20101026.

    It's good to see you bringing out new releases so fast though.


    ...Now that was a fast responce!

  23. #23
    sorry I'm late...

  24. #24
    I just tried this mod starting a few days ago on the 2p_angoville farms map. On normal AI it was easy to snag all the map stars and win but on hard (not expert) it IS hard and it beat me already! On my 2nd game its on its way with 2 of the 3 victory points with most of the territory. Currently it has an armoured car wreaking havoc, I have fair infantry which can defeat theirs but no AT capability at this point.

    Maybe I'm just rusty and been away for too long, and maybe I just wanted to get away from a game that crashes every few minutes (Fallout 3) but with this mod it is tougher than I remember.

    The AI vehicles pull back if pounded too much, it repairs it stuff, did it even leave a mine at a victory point?

    When near the end it attacked my base, blasting it with armour cars and an STUG III , it even sent a Goliath to blow a pesky machine gun nest up!

    ----------

    If I wanted to change these values, where are they at in the Corsex Mod Studio? :--

    Easy
    manpower 100%
    munition 100%
    fuel 100%

    Normal
    manpower 100%
    munition 100%
    fuel 100%

    Hard
    manpower 150%
    munition 150%
    fuel 100%

    Expert
    manpower 185%
    munition 185%
    fuel 100%

    Thanks

    ----------------------------------

    Update== I found it

    attrib/tuning/ai/aiplayer then make adjustments to the various res_xxx bonuses
    I may try 125% on hardest since 150 is a 50% increase
    Last edited by SteamRelic; 28th Oct 10 at 10:18 PM.

  25. #25
    You are a very talented programmer and i am grateful that you have released such a wonderful ai mod for the game im very happy that there are talented people like yourself making such magnificent contributions to the company of heroes modding community. thank you for your work i look foward to future releases of this mod.

  26. #26
    @SteamRelic

    Sorry... I really don't know what your talking about..;;

    If this AI is so hard to you then my mod is success... right?

    Anyway.... thank you and hold your interest


    @hnunez

    You praised me highly... I'm so glad

    ----------

    v20101029 Release note...

    Commonwealth
    Kangaroo bug fix

    PanzerElite
    Tankbuster don't use AT grenade
    Assault Grenadier don't use Incendiary grenade

  27. #27
    @Azooma

    I'm a bit confused by the phrases that you use when talking about things you've updated.

    I know English is far from your main language but just I can understand your updates better when you say things like:

    Tankbuster don't use AT grenade
    Are you saying that in the previous version the PanzerElite would not use AT grenades and you fixed it so they do use them in the new version?

    OR

    Are you saying that the PanzerElite did use AT grenades in the previous version and you fixed it so they don't use them in the new version?
    "There's no explaination for why I survived and others didn't other than when your number is up its your time to go. So now, every morning when I get up - I change my number."

    Unknown Pearl Harbor Survivor

  28. #28
    @Jaffar

    Are you saying that the PanzerElite did use AT grenades in the previous version and you fixed it so they don't use them in the new version?
    Yes.

    Because... Tankbuster have already panzerschureck.

    Do you see that? Panzerschureck armed PanzerGrenadiar throw AT grenades.

    Also... "Assault Grenadier don't use Incendiary grenade" mean is too...

    If MP44(STG44) armed Assault Grenadier contacted enemy infantry...

    at first they throw Incendiary grenade

    and then they close-combat to enemy infantry

    yes... they want burned....

    I think it's nonsense. So I fix that.

    Anyway... your reply and interest is glad to me
    Last edited by Azooma; 29th Oct 10 at 4:22 PM.

  29. #29
    Yes, I see that. That one was actually pretty obvious but I've seen others that had confused me. Now that I know which way you word them I'll know for the future. Thanks

  30. #30
    v20101101 Release note...

    Common Changes
    More improve AI production script
    (Report AI_Think2 error more rarely)

    Commonwealth
    Reinforcement HQ-truck bug fix
    Last edited by Azooma; 31st Oct 10 at 7:22 AM.

  31. #31
    Member xtreme80's Avatar
    Join Date
    Oct 2008
    Location
    Germany
    Great AI mod!

    Maybe you find a solution for the brits to correctly set up their HQ's and don't standing around with unsetup HQ's or set up their HQ's in front of my base.
    That realy breaks the british AI.

    I don't know what Relic has done wrong cause at release of OF the Brits HQ set up work fine.

  32. #32
    hi!

    coud one make a german.ucs............????

    mfg lupo!

  33. #33
    @Lupo36

    Sorry... I don't know what's your asking...

    ----------

    @xtreme80

    Yeah... I know... Commonwealth Trucks AI is suck...

    and I'm finding, thinking, scripting and researching that problems solution now....

  34. #34
    v20101108 release note...

    many bug fix (in tactical AI mod) (not vCoH)
    some thing like... weapon team cost....

    panther top mg42 turret turning bug fix (in vCoH)

    artillery unit AI improve

    panzerIV, Marder III, Stormtrooper AI improve

    BrenTommy smart use botton vehicle...

    Throw anti-Inf grenade AI more improve

    Assault AI improve

    PIAT sapper use ambush

    and so on.....
    Last edited by Azooma; 7th Nov 10 at 1:31 AM.

  35. #35
    v20101110 release note...

    also many bug fix (in tactical AI mod) (not vCoH) orz....

    more improved repair AI

    fire up, sprint, suppression break smoke, blitzkrieg
    relation
    SMG infantry close-combat

    suppression
    relation
    fire up, assault, suppression break smoke, SMG infantry close-combat




    For booby trap AI more improved....
    I need something like this function... help me...

    Capture_BeingCapturedByEnemy
    Capture_GetCapturePointEntity
    Capture_GetCapturePointPosition

  36. #36
    I tried your mod but it keeps freezing with 'FATAL AI ERROR'
    can't you drive any faster Klaus ?

  37. #37
    @dippy

    Thank you error report

    I need more information in your environment.

    What do you used map? AI was Expert? or Normal?

    CoH install folder... what use skin pack... what use or modified any files... your CoH language... anything...

  38. #38
    v20101116 release note...

    also many bug fix (in tactical AI mod) (not vCoH) orz....

    AI use building booby trap

    AI use calling fallshirmyager to building

    Veterancy mark change... (thanks VERTIGGO)

    and... so ... on....

  39. #39
    v20101120 release note...

    PanzerElite advance repair bug fix (in tactical AI mod)

    PanzerElite Scout car uses 'Secure Sector' for combat

  40. #40
    v20101121 release note...

    PanzerElite Scout car 'Secure Sector' Bug fix

  41. #41
    v20101122 release note...

    Sniper attack to civil building bug fix

  42. #42
    Azooma - Any chance you can upload this somewhere other than RapidShare? You do a lot of updates (which is great) but they want to charge for downloads too soon. I've only downloaded your updates twice so far and it already says I've exceeded my allowed downloads and wants me to pay.

    I have no problem with them trying to make a buck on their service but only allowing two downloads before charging is ridiculous.

    Can you rar it and upload directly here? Or can you use moddb or can't you get to it from your location?

    Or anywhere else, someone can suggest.

  43. #43
    @Azooma

    I would reccommend mediafire for your posted file as a download mirror as they are much better than rapidshare or you could upload your file to filefront they are pretty good but have a limit on how long they host a file. You could also try moddb.com as a hosting mirror for your ai mod as they have a section dedicated to hosting company of heroes mods. You will have to register to get your file hosted but its worth the effort because you get a reliable mirror that will solve your hosting issues.

  44. #44
    Great work on the quick updates however I too cannot download them from rapidshare.

  45. #45
    wow;;

    you guys... always download this mod every version... right?

    well... thanks your interest... but I didn't know you guys interest...

    please... give me the any opinion reply...

    rapid share.... download hard;; humm.... reccommend mediafire

    ok I will use mediafire.

    ----------

    v20101123 release note...

    CCS medickit AI more improved

    CW Truck 'Secure Sector' AI improved (for more gaining resources)

  46. #46
    Well, I have not been downloading every version because of the site issue but I've been watching your updates with interest. I'm all for anything that improves the AI.

  47. #47
    Ah much better and another release! Thank you Azooma.

  48. #48
    Thank you guys... My will is grown up

  49. #49

    Politics

    Hi, Azooma
    i really like your MOD
    but i can,t download @mediafire.com Norton always gives me Trojan warning , not your file but "mediafire.com" and without Norton the download won,t start it stuck @0.0kb. RapidShare always worked fine. maybe you can use it or megaupload.com for second mirror.

    thanks

  50. #50
    Actually I think the Norton error is because Azooma has the file as a self-extracting exe file and Norton (depending on your version) always thinks exe's are trojans when you try to download them. Not saying this IS your problem but its a possibility, seen it many times in support calls from clients.

    @Azooma - Can you try putting the file at mediafire.com as a RAR instead of an exe and see if that helps him? It would be nice (for you) to not have to keep updating multiple downloads, if you can find a happy middle ground that works for all.

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