This member has provided no bio about themself...

Report RSS I sometimes wonder what it'd be like...

Posted by on

To make AI for another mod, like one with new units and such.

It would be interesting, that's for sure. I mean anybody with some understanding of the ra3 AI can make AI for it, but to make the AI truly effective is much harder.

There's a lot you need to take into account when trying to get the AI to be more difficult.

I've surprisingly done quite a good job at improving the AI, the reason I say surprising is because it's difficult to make it.. better.

I mean you can always do simple changes like fixing their build orders, changing certain tactics up a bit so it's more effective.

But changing almost anything of the AI can drastically change it for the worse. I'll be honest and say many of my new AI's in 1.02 aren't very good, and probably wouldn't beat some of the original AI's.

However, some of those AI's are very good. Where my AI excel the most is taking advantage over free time. If you let up on the AI, they won't hesitate on harassing you and holding you back while they expand as they please, they'll also tech during those moments too.

The largest flaw in my AI is their defensive play, and there isn't too much I can do about that.
My AI rely on gaining an offensive advantage, when they fail at that they tend to get awkward.

Of course AI micromanagement is still, really bad and overall AI always get themselves into weird situations.

In the end I do indeed have idea's for what to fix in 1.03, if that day comes.
I've added a crap load of new AI's, what else can an AI mod accomplish other than making AI even more of a challenge than the last update.

I suppose 1.03 will be a hole filler, for example.
In 1.03 I plan on making AI capable of recognizing their playing on a map with lots of starting cash, like and infinite money map or 40000 money starts. I'll make the AI have more production throughout their build order in such an occasion, and have them want to build multiple structures right after their build order is complete.

I also want to give the AI more unique island map build orders instead of using the same old ones.

I have some other adjustments to make as well, specifically allied AI unit choices, they tend to over produce IFV's and apollo fighters. Then they go onto to not building aircraft carriers, if an AI has too many assault destroyers the AI tends to not attack with them. That could be changed too.

See what I mean? There's still stuff to finish, but nothing significant to make the mod any more enjoyable.

Maybe I'll think of something one day.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: