Company of Heroes: Eastern Front

Author Topic: AI Bugs Discussion  (Read 57429 times)

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #90 on: May 08, 2012, 09:04:11 AM »
I don't know if we will need to make a special ability for the SC lockdown, since the player needs to select manually the place, I'm not sure if the AI can do this, so it would be better to replace it for an ability similar to ZiS-5 lockdown(but only for AI). Don't know if this is the problem with the brits trucks as well.
IIRC the Funckwagen locks down just about anywhere. Maybe that animation odel can be reskinned for SC.

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Maybe the minute Ketty reaches certain health it should retreat. Maybe 80%? Just like a pio squad when it loses a man it retreats. Maybe do the same for our beloved kettys
JoJo the ket is supposed to retreat at .45 health. unless it has engine damage it should escape. But it don't.
« Last Edit: May 08, 2012, 09:06:49 AM by Otto Halfhand »
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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #91 on: May 08, 2012, 06:31:08 PM »
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IIRC the Funckwagen locks down just about anywhere. Maybe that animation odel can be reskinned for SC.
Yes he locks anywhere but anywhere is not always good for AI, problem is to calculate best position to hide vampire. Like somewhere behind hedge in some corner so player can't find it so easly, or somewhere behind building.

Scout car has a similar stuff like vampire but also when i play pe i put SC near edge of the territory not close to points (AI makes mines close to points). This also needs a good topographic algorithm to find good positions ;).

About ketty i need to find where is problem with "freeze" ketty then i will know more :). 45-50% looks ok to me to escape.

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #92 on: May 08, 2012, 07:20:56 PM »
The problem with the SC is not limited to finding the optimum position. THe setup routine SC has is dumb and limits where you can set up severely. It doesna hae to be laddie

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Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #93 on: May 09, 2012, 04:01:11 AM »
Maybe PE AI should just outright skip T1. It doesn't seem to use it effectively.

Also PE MHT only retreats when its got like 30% left. By then its dead. Can you make it so that the second it takes fire it falls back ???

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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #94 on: May 09, 2012, 11:15:21 AM »
Maybe PE AI should just outright skip T1. It doesn't seem to use it effectively.

Also PE MHT only retreats when its got like 30% left. By then its dead. Can you make it so that the second it takes fire it falls back ???

T1 can be disabled easy, well i will do it just to see some tests if i like it i will leave it  until we find a good way to use it.

PE MHT retreating that is matter of tactics i did not had much time to do the tactics, but i would like to make something unique will see ;).

Offline Jeff 'Robotnik' W.

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Re: AI Bugs Discussion
« Reply #95 on: May 09, 2012, 06:49:27 PM »
^ it would be nice if ai went T1 once in a while though, some randomness and use of units not normally used is always fun

Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #96 on: May 09, 2012, 06:58:33 PM »
^ it would be nice if ai went T1 once in a while though, some randomness and use of units not normally used is always fun
I agree, just need to make plans how to use scout cars + locking terr, vampire (that will make fun at least to me :P), muni halftrack i have no idea how should ai use it, or attach to first close vehicle maybe idk.

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #97 on: May 09, 2012, 10:13:23 PM »
^ it would be nice if ai went T1 once in a while though, some randomness and use of units not normally used is always fun
I agree wholeheartedly. A T1/T3 start for PE is doable. BO ket pg t1 sc t3 ac ac will give the AI AssaultPGs as well.
jojo you will solve the SC securing problem the same way you solved thezis5 problem. Muni HT is useful to mobs of assault PG with nades upgrade from T0. if munis are plentiful and a follow on command to MHT will allow virtual continuous incendiary fire against enemy infantry, emplacements and structure.

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« Last Edit: May 09, 2012, 10:26:53 PM by Otto Halfhand »
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Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #98 on: May 10, 2012, 12:40:43 AM »
Since I cant imagined the AI using the muni HT to supply troops (as it'd get easily killed by follow ability) to save its life, maybe the muni HT should plant mines. If PE has abundant muni ofc. Aftr its done or if it gets shot it can fall back.

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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #99 on: May 10, 2012, 02:12:11 PM »
Back to older discussion from here : http://www.easternfront.org/forums/index.php?topic=7958.msg116664#msg116664
Well after some tests here are results:

AI is nasty  ;D ;D ;D



NOTE:
1. This is just test with one position, plan is to make more "good positions" and not always to make mines on same positions so that it would not be too predictable :P.
2. Images are not from ONLY 1 game.


Hope you like it :P.

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #100 on: May 10, 2012, 03:50:13 PM »
Whoa! 5 mines -125 muni  3vg down. 5 mines -125 muni a grenadier squad vaporized. the devteam better take minesweepers of their list of units they never want to see used.
38 vp towards CP 18 vp to vet. Now thats what I call good Defencing!  +1 JoJo.


17 days responce time from cat Fishy's original input to an in game solution. Ya done good Cat.
« Last Edit: May 10, 2012, 03:55:53 PM by Otto Halfhand »
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Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #101 on: May 11, 2012, 01:04:53 AM »
Why does it seem near the middle of the pictures mines pop out of nowhere? :P. Im honestly just curious. Do the mines "respawn?

Also idk if you accounted for this but you should make sure the Ingineery squads (or w/e is planting the mine) backs away if they come under fire while planting a mine. They will die extremely fast if they are fired at while building mines.

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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #102 on: May 11, 2012, 01:22:43 AM »
Why does it seem near the middle of the pictures mines pop out of nowhere? :P. Im honestly just curious. Do the mines "respawn?

Also idk if you accounted for this but you should make sure the Ingineery squads (or w/e is planting the mine) backs away if they come under fire while planting a mine. They will die extremely fast if they are fired at while building mines.
They don't pop out of nowhere ingy build them, No mines don't respawn on some of tha images radius was to small and ingy made mines always on same place. I know they die fast if building structure or capturing point ;), it is test version so i did not paid much attention will they ingy die or not :P.

Well if you still don't believe here are more :P


Also the main plan is to make them when enemies are not around :) so they can't see it so easly.
« Last Edit: May 11, 2012, 01:42:58 AM by jojorabbit »

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #103 on: May 11, 2012, 02:08:27 AM »
Why does it seem near the middle of the pictures mines pop out of nowhere? :P . Im honestly just curious. Do the mines "respawn?

Also idk if you accounted for this but you should make sure the Ingineery squads (or w/e is planting the mine) backs away if they come under fire while planting a mine. They will die extremely fast if they are fired at while building mines.
When you que orders that spend resources, in this case muni's the computer (not AI) spots them in ghost form until they are actually constructed. If you abort the operation in progress you will recoup the resource . otherwise you complete it or ultimately it will be destroyed and you lose your munis. If you are attacked while defencing Stop the action then abort the construction. IDK if 3x damage applies when near an uncompleted defense. (If you aren't actually constructing it).

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Since I cant imagined the AI using the muni HT to supply troops (as it'd get easily killed by follow ability) to save its life, maybe the muni HT should plant mines. If PE has abundant muni ofc. Aftr its done or if it gets shot it can fall back.
It is better to use the follow-on command for muni HT so it stays within command range. It is as you say vulnerable. You can park the muni behind the line and have PGs move to within command range to recharge nades. -Too much micro for me.

I have found Muin HT too big to effectively place the mine where i want it. And it is hard to que commands for multiple mine drops. (same trouble with Ket boobytrap ability). Its not a bug or anything like that. PGs build tellers in TD CT, kets and PGs boobytrap in SE CT I think LWGF should be able to lay mines in LW CT.
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Offline Dann88

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Re: AI Bugs Discussion
« Reply #104 on: May 11, 2012, 05:55:09 AM »
When Wehrmacht AI use terror doctrine, could you let them use fire storm and V1 in blob of infantry? Most of the time I only see AI use fire storm on MG nests. And about 280mm rocket barrage of Wehr's defend doctrine, AI just use it in random locations of the map. The Allies AI (except Soviet) rarely use their arty too.
And can the AI use multi-doctrines at the same time? It could be great ;D
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