- Gradually phases out T1 and T2 units as its tech level progresses
- Base defenses and defensive points for all AIs, base and perimeter defenses for turtle AI
- Better economy management
- Faster tech progression
- Some naval improvements, and naval AIs will now use amphibious tanks
- Larger attacks
- Better target priorities for air attacks
Something I didn't work on is commander behaviors, but the commander should be a little less retarded than the default AI. Try it out and give me some feedback.
Linky: http://members.cox.net/lswapp/AIFix_NS_1_31.zip
- End|||Wow... I just tried this AI and it's extremely good! It progresses up the tech tree fairly rapidly and it even builds base defenses, which has been lacking in some of the other AI mods. This actually presents a challenge even once you get to tech 3 units. I made a fairly large attack force of tech 3 units to attack the enemy... and though I got through some of his base defenses to his structures, his units, combined with the rest of his base defenses, stopped the attack, which I was extremely impressed by. I've even seen the AI kill experimentals. This definitely offers a considerable challenge, and teching up rapidly doesn't offer the same advantage that it does in other mods. Two thumbs up for this one! Thanks Endrek.|||Very brief as i'm heading out to celebrate.
Good
Very good start on air Balance
Really good squad sizes.
Tech 3 was was nice and quick
Good amount of experimentals
Some nice defence here and there
Bad
Fat boys all stopped outside base and built units (I like the tactic but would be good if they moved on after a while or had it so every other fat boy did it)
1 Army of fatboys would not shoot its main cannons all the time. (may of been due to radar will check in replay later)
To much t1 and t2 late game (I think sorian just got this fix up so maybe worth asking about that)
AI not upgrading its faward base factories.
More solid defence needed.
Experimentals walking past undefended forwad positions
Great work tough so far nice to see some new AI modders :)
Happy New year!|||Updated to 1.1. Overview of the changes:
- Slightly larger platoons for land and air
- More likely to tech up to T3 on smaller maps
- Will try not to build T3 artillery and nuke launcher at the same time|||Endrek,
Some very interesting changes in your release. Its quite a bit different than the std GPG AI's.
Its great to see several people working on AI's. I find it fun to play against different peoples take on the game.
Its almost like AI modding is a META-game

- Improved behavior on smaller maps
- Minor economy improvements
- Fixed TMLs not firing (Rush AI)
Something I've noticed: if you use this AI with Sorian's (or possibly others) installed, some of the Sorian behaviors will carry over to this AI. Probably the changes made to the stock AIs. This can result in some good and bad behaviors - just know that it's a little unpredictable.|||Hmm... how do I use this AI?
I put your scd in gamedata folder then enter the game. I don't see any new AI from the drop down list, except the original ones and sorian. Is this a direct modification to the original AI?|||Superdog|||Version 1.3:
- More economy improvements
- Better expansion behavior
- Better air attack platoons
- General tweaks
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