Company of Heroes: Eastern Front

Author Topic: EF improved AI test mod  (Read 17091 times)

Offline Jeff 'Robotnik' W.

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EF improved AI test mod
« on: January 16, 2011, 12:13:20 AM »
branching off from the other ai thread to avoid clutter and make this easier to find
http://easternfront.org/forums/index.php?topic=4992.15


basically its a merge between EF and using the AI from the improved ai mod to see if it works and give ideas for future EF ai improvements

the AI mod thread on relicnews (with changelog)
http://forums.relicnews.com/showthread.php?254367-Tactical-AI-Mod-v20101217-%28for-COH-2.601-Multi-Language%29

here is the download the latest version

http://www.mediafire.com/?4v8k8qed6gqvsy5


changelog for additional changes and tweaks i made


v.1.00

-soviet infantry will use grenades are satchel charges more smartly (no more throwing AT grenades at infantry)
-officer squad should not suicide charge to shoot a barrage (also applies to snipers)
-ai should (hopefully) not suicide Katusha after firing them
-ai should (hopefully) use KV-2's more properly
-guards will use suppressive fire
-partisans should (hopefully) use booby traps
-ISU-152 will use beast-hunter mode
-general small ai improvements in microing and such


v.1.1

-soviet infantry armed with smg's will use close combat
-soviets should build defenses like mg nests and howitzers more often
-ai should not spam so many pumas

v.2.0

-updated AI to work with new patch
-katyusha will not suicide into enemies anyomre
-stormovie inginery will use close combat
-Tankhunters will now use AT mines
-KV2 should not go running into enemy tanks and should remain at distance (needs more testing)
-ISU152 should use barrage ability more smartly

-still working on limiting call in spam for soviets


v.2.0.1
Fixed katyusha bug
Fixed British SAS bug
Fixed other bugs

v.2.1
Fixed various UI things
Fixed a few 1.3 patch changes
put in a system that should control katyusha spam. havent been able to test it much
soviets should now build outposts

v.2.2
Updated unit stats to current patch
Fixed issue where human players can see and use ai abilities
Fixed issue with not being able to use some maps
applied katyusha spam controll to other call ins
further improved kv-2 combat ai

v.2.2.1
fixed brit starting units
fixed fatal ai error

v.2.2.2
fixed more bugs
« Last Edit: February 08, 2011, 04:50:20 AM by robotnik »

Offline BurroDiablo

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Re: EF improved AI test mod
« Reply #1 on: January 16, 2011, 12:31:06 AM »
Hmm, sounds good.

Although, Beasthunter mode has never really worked as intended. Its been replaced in the next patch with an indirect howitzer ability ;)

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #2 on: January 16, 2011, 01:15:45 AM »
Hmm, sounds good.

Although, Beasthunter mode has never really worked as intended. Its been replaced in the next patch with an indirect howitzer ability ;)

hmm awesome!

ill probably wait until the patch is released before making further changes, seeing as its probably a big one

Offline IJoe

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Re: EF improved AI test mod
« Reply #3 on: January 16, 2011, 07:24:46 AM »
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #4 on: January 16, 2011, 08:24:48 PM »
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh

Offline IJoe

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Re: EF improved AI test mod
« Reply #5 on: January 16, 2011, 08:32:22 PM »
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh

Basically, I was asking, weather you did (and I think you did) or not change some parts of ebps and sbps files (with corsix that is), and, if you did, then how's it gonna be compatible (if I write it down straight into vanilla) with some mods, most of which have their own changes in atribs? :)
« Last Edit: January 17, 2011, 03:04:45 PM by IJoe »

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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #6 on: January 26, 2011, 08:21:12 PM »
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh

Basically, I was asking, weather you did (and I think you did) or not change some parts of ebps and sbps files (with corsix that is), and, if you did, then how's it gonna be compatible (if I write it down straight into vanilla) with some mods, most of which have their own changes in atribs? :)

it wont be compatable except with other people using this mod, at the moment anyways. this is kinda for testing and maybe the dev can then put it into the current EF version, so that everyone can play each other


Also updated the ai

Offline IJoe

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Re: EF improved AI test mod
« Reply #7 on: January 27, 2011, 12:11:35 AM »
Regretfully report, that AI v.2.0 has major drawbacks, such as no soviet weapon recrewing, no alternative t-34 ordering after the 85mm gun upgrade :(

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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #8 on: January 27, 2011, 12:19:36 AM »
Regretfully report, that AI v.2.0 has major drawbacks, such as no soviet weapon recrewing, no alternative t-34 ordering after the 85mm gun upgrade :(

i probably overlooked those, as well as the british SAS, but all of those are an easy fix and i should have a hotfix up tonight

Post Merge: January 27, 2011, 02:07:17 AM
Hotfix uploaded
« Last Edit: January 27, 2011, 02:07:17 AM by robotnik »

Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #9 on: January 29, 2011, 08:12:03 PM »
new version uploaded

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #10 on: January 30, 2011, 04:27:34 AM »
I tested your last AI and I had some issues:

1) MG squad inside inital Wehr bunker can go out from it's bunker(it's AI fault ;)... perhaps brits have this issue as well).

2) I played a skirmish as american and found this on the sniper.


3) I choose armor commander and when got the calliope, it duplicates the call-in button. Both are functional but with the second one, the tank enters from a different spawn point: near the VP of the bottom of the map.


4) The calliope had two "fire barrage" buttons.

5) I can use the M-10 instead of M-36

6) MGs usually don't face the right direction and when being attacked from the flanks usually don't pack it up.

Also, as I played in Lyon, a "heavy" urban map, the AI displayed it's usual behavior on those type of maps... was a normal AI but looked like a "very easy" one. Do you know why the AI plays bad on that type of maps :-\?

Then tested on Angoville, soviets against PE. At first was way better, but after 5 minutes started to spam Kettens/schimws instead of soldiers to fight. Sometimes Scout cars could be seen, but not anymore.


Also, Urban Combat has double flamers at first place instead of third.

When i had all the points of the map, the AI begun to work well again, building PGrens & ATHTs (weird, i expected IHTs, even i didn't build tanks), and even calling hetzers(interesting strat PGrens w/Gewehr+T1->T4+Tank Hunters), and took back some parts of the map, but then i called in a KV-2, i put it in front of the hetzer and got some fire discipline on it, but the hetzer turned back, advanced a couple of meters and stay immobile, getting rear shots from the KV-2 ;D!!!

Perhaps i did something wrong, but the only  thing we need to do is copy & replace the existent files right ???? I don't know if I messed up my files tough(I think this could be possible xD). Could someone confirm it?

This looks promising ;D!! Keep up the good job :D!


EDIT:

After playing as PE:

1) I confirm that you can build schwim & ketten at the same time.

2) Pz IV has two Rapid fire buttons, one have hotkey, the other hasn't.

3) Tank Busters doesn't use the right skin.

4) Muni-HT don't recharge munition based PE abilities.

General:

1) AI send engineers to repair units even if are in middle of combat.

2) AI sends "damaged units" to fight(one soldier squads, tanks/vehicles with low health and or weapon damage).

3) AI has tendency to spawn a lot pioneers as wehr, ketten & schwim as PE, engineers as US.

4) Looks like CoH balance changes aren't included, US engineers are supressed every time the wind blows xD.

5) You will earn CP even if all the abilities of your command tree are unlocked.
« Last Edit: January 30, 2011, 07:16:53 AM by blackbishop »
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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #11 on: January 30, 2011, 07:54:18 PM »
^^

thanks for the feedback ill take a look at those

to make sure the mod is working though you should try reinstalling the eastern front mod then apply the latest release of the AI mod

1. yeah im not sure how to fix that at the moment, ive heard of the ai taking them from brit mg nests, but never from the bunkers lol

2. thats supposed to be an ability that only the ai is supposed to use (it allows it to shot at medics when nothing else is around), ill be sure to hide it

3.same as above

4.same as above

5. ill take note of that

6. ill take a look at that, can probably apply what the 17lber uses to the mg


and

1. ill take note of that

2. another ai only ability, will make sure to fix

3. never noticed, ill make sure to fix

4. thats odd, as i didnt think i even touched the ability, ill take a look at it

1. ill see if there is anything i could do about it

2. hmm, thats kinda odd as i though it was fixed for infantry, ill see what i can do about the tanks though

3. i try putting a cap on the amount they can build

4. ill make sure to impliment them

5. that was a feature of the original mod, ill make sure to remove it

Offline Blackbishop

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Re: EF improved AI test mod
« Reply #12 on: January 31, 2011, 08:27:23 PM »
I didn't knew that AI used additional ability slots. Thanks for answering.

BUMP:

Looks like Azooma deleted his AI mod...
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Offline Jeff 'Robotnik' W.

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Re: EF improved AI test mod
« Reply #13 on: February 01, 2011, 04:51:56 PM »
I didn't knew that AI used additional ability slots. Thanks for answering.

BUMP:

Looks like Azooma deleted his AI mod...


:0 he did, thats a shame. well i guess i cant count on any more updates from him, ill just have to continue improving the ai on my own

Offline Red_Stinger

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Re: EF improved AI test mod
« Reply #14 on: February 01, 2011, 09:14:39 PM »
News from the front: soviet AI still spam katyusha, but dont send them directly to the front alone. Instead, the AI wait to have a big stack of infantry/tank/katyusha and rush a target with it. But, while katyusha are waiting with other troops for the attack, they fire their rocket. They are still at the forefront of every attack though.

Partisans are still spammed.  :P And I still cant recrew AT guns and mortars  :P   
PE and Werh AI seem to be improved in many aspect though. Keep up the good work!  :)

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