Company of Heroes: Eastern Front

Author Topic: AI Bugs Discussion  (Read 43467 times)

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #45 on: April 27, 2012, 11:28:14 PM »
Actually I think the AI should use RMC atm (now that I have given it some thought). Lets be honest. The vBrit AI is kinda dumb. SO if we give them an OP faction they do okay ;D

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Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #46 on: April 27, 2012, 11:38:52 PM »
Does the RMC actually have an AI right now? It has never been available for Compstomps AFAIK.
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Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #47 on: April 27, 2012, 11:45:24 PM »
AKAIK it doesn't  :-\

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Offline MBJrP36

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Re: AI Bugs Discussion
« Reply #48 on: April 27, 2012, 11:51:52 PM »
Actually I think the AI should use RMC atm (now that I have given it some thought). Lets be honest. The vBrit AI is kinda dumb. SO if we give them an OP faction they do okay ;D
You mean how they drive their Support Command Trucks to the highest points on the map even during fierce fire-fights? :P Their tons of 17lb emplacements and 25lb Spams make for some entertaining struggles, especially on bridge heavy maps.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #49 on: April 27, 2012, 11:55:21 PM »
Yeah they have no idea where to put their trucks. They just drive them to the front lines, making for some very easy shreck targets :P

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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #50 on: April 27, 2012, 11:59:03 PM »
AI does not use RMC, am planning add RMC to ai, that has to be started from scratch so any ideas you have pls tell me.

Also i am planning to improve vCoH AIs, what do you think should be improved with CW AI?
Locking trucks is going to be redesigned i started that task (also need to finish some high priorities to continue my work on that), so don't worry about that for now. Tell me the other bugs, stuff that is wrong with CW AI etc.

Offline MBJrP36

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Re: AI Bugs Discussion
« Reply #51 on: April 28, 2012, 12:25:56 AM »
They never build Bofors 40mm for one, the Hard and Expert AI build 17lb's but they are easily overwhelmed due to their slow speed.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #52 on: April 28, 2012, 12:42:32 AM »
1. I noticed that they never built bofors -> added to list. Under what conditions should AI build bofors?
2. Also what are 17lb emplacements? mortars and mg nests or?
3. IMO AI does not protect their forward bases and emplacements smartly. What do you think about that?
4. Should AI build slit trenches or not?
5. Condition for building mortar is if enemy has vehicles don't build mortar nest otherwise build it, AT nest condition is if enemy has vehicles build it otherwise don't build it, what do you think about these conditions?
« Last Edit: April 28, 2012, 12:48:13 AM by jojorabbit »

Offline MBJrP36

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Re: AI Bugs Discussion
« Reply #53 on: April 28, 2012, 01:19:49 AM »
17lb, Shorthand for Ordnace Quick-Firing 17 Pound Projectile; Their AT emplacement. ;D
The 17 pounders have a bad habit of being built right in the middle of allied bases, it seems for every one they build on a hill or intersection they place one in some corner where the HQ truck started or where I need to build a Tank depot.
Condtions for #5 sound about right.
IMO, the Bofors should be built when both Infantry and Vehicles are present as they are effective against both and let the AI build them in open spaces so that they can take full advantage of their 360 degree fire arc.
It seems to me that the AI should bulid a Mortar pit near each one or their Trucks for protection and slit trenches early on near valuable CPs.
Those are just my thoughts though.
« Last Edit: April 28, 2012, 01:33:24 AM by MBJrP36 »
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #54 on: April 28, 2012, 02:10:00 AM »
17lbrs is just a term for the British AT emplacement ;).

IMO Bofors should be made once light vehicles appear (AC, Puma, HTs) Maybe even before then (preemptive measure). But thats up for discussion ;). And 17lbrs should be made near front lines but not directly on front lines (or they'll die easily :P)

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Offline My Name Is Ante

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Re: AI Bugs Discussion
« Reply #55 on: April 28, 2012, 02:11:34 AM »
@Jojo
1. When you build T3. Because Puma and PE AC are its main purpose to exist.
4. They should, in order to strengthen them. :P
5. Mortar should not be build once T3 or T4 hit the field, the units from these tier of building are those that able to easily demolish Mortar Emplacement.
I am sorry for my bad

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #56 on: April 28, 2012, 02:19:10 AM »
IMO AI should REALLY NOT build slit trenches. The AI wont know when or where to position it smartly and even if it does it wont delete trenches when its at risk of losing it, allowing axis to hijack trenches and it will be OP.

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Offline MBJrP36

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Re: AI Bugs Discussion
« Reply #57 on: April 28, 2012, 07:47:49 AM »
New thoughts; I propose what I call Operation: Citadel a special defensive AI protocol:
Drum Roll if you will... ;D ;D ;D

I would love to see Layered emplacements for the Expert AI, if the EFBrits2.0 (or whatever you are going to call them) are going to stay defensive then they need to get tougher;
Easy; Mortars near starting HQ and MGs near later truck deployments with a Global 1 Howitzer max and global 1-2 17 Pounders at key locations Late-Game.
Normal;Bofors 40mm near contested areas as soon as they detect Vehicles with Extra mortars near High value points.
Hard; 40mm near each truck along with Mortars and now builds 17 Pounders near High value points with mortars to support. 2 Howitzer max. Global limit 3-4 17 Pounders. Hull down activated, Commandos now set explosives on bridges and Buildings and build triangulators. HQ gliders land in controlled territory and PIAT Commandos now follow Infantry Sections. Can build Mortars near any secured point.
Expert; Same level of defenses around Trucks as Hard. Can use Hull down to create a rolling defensive line of tanks that press slowly across the map, fighting then advancing to Hull Down again; 3 Howitzer Max and Always shoots Howitzers at avalible targets as soon as they are ready. Commandos now land behind enemy lines and lands Tank gliders ASAP to support them. Can build MGs and Bofors near Medium Value points.


Also teach the AI to use the ARVE's ability against Buildings, Medium Vehicles and Infantry. Allow the AI to overepair any Vehicles and Trucks from Normal and above (AFAIK it does not do this.)
« Last Edit: April 28, 2012, 08:36:18 AM by MBJrP36 »
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #58 on: April 28, 2012, 05:17:10 PM »
Nice ideas.

Here is what i have decided AI won't build trenches until i finish locking trucks bug.

When there is t3 ai goes with bofors if there is t4 ai goes with AT guns :), also when there is t3 no more mortars and mg nests.

IDK when AI calls gliders need to check that out, to be honest i never saw AI using gliders, without gliders AI is cripled with only RHS commandos command tree.
About defenses will see what i can do, i will add AVRE ability to list.
IMO 3 x bofors max, 2 x ATG nest max, 2 x mortar max, 2 x mg nest.
What do you think about max for defenses, do you have any other ideas?
What about overwatch abilities does ai use them or not?


Offline MBJrP36

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Re: AI Bugs Discussion
« Reply #59 on: April 28, 2012, 06:51:55 PM »
The AI uses overwatch artilery, I have no idea what the conditions are but It is usually over key points and by Priests and is devastating for PE players with their small squads and light vehicles.
The Britts are my favortite faction BTW, so I had plenty of time to get information for "Operation: Citadel"
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!