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Just for confirmation, this project is no longer in development.
I've been a very dead modder for most of my time on the project.
1.08 was the final update. But open source is about to happen.
Pretty much anything that isn't already here is unlikely to be found elsewhere sadly. The water unit problems, the trapping their own units problems, not building walls around refs.
All of that is just not possible as far as I'm aware, I've spent years looking into the xml files and found nothing to make it happen.
Any person who has modded AI in ra3 will definitely express the frustrations that come with it, it's one heck of a task.
Between hard and Brutal there's not much differences, Medium and Easy are pretty much untouched within the mod.
But yes, if I wanted to put more effort into medium and easy it would definitely take more code.
The modsdk for ra3, the mod tool any other modder uses to create mods in this game.
Being able to switch personalities would lead to them not being unique. Some AI's like the Bogatir, don't start off as an obvious kirov rusher.
While other AI's will go right into their strategy like Maasaki. The AI's are more than just an opening and style, they have their own quirks. Some prefer to build more defenses than others, others will even adapt despite what they want to do. Takeda hates VX, but he will build them when he feels he has no other choice.
The AI with limited infantry use will not build more infantry if needed though. By playing with these AI's you can learn their styles and preferences.
Thus combining them would unite these strategies under 1 personality preference. This sort of AI does exist too, each AI with the "variety AI" description will open in many different ways and have a focus on using different tactics while maintaining efficiency.
There is no way around it, but in many ways it is not all seeing. As AI can only use protocols on enemies it can see.
Things like bombers will react to what's in it's current vision. However it will know if you expand to water and will try to take it out with any available units.
Unfortunately they didn't release every source code for the AI, so I can't change many values and that also includes what the AI is allowed to recognize without actually seeing it.
So no, you can't have some sort of sneaky large airforce somewhere and expect to catch it off guard. But still, in general the mod is supposed to make the AI be more intelligent and difficult.
They are all stand alone versions, just download the most recent version and it should work just fine.
Yeah, he should be always named Kenji. But MechaWarfare is part of his name, just isn't supposed to show ingame.
I hope it meets your expectations.
Thanks for your replies, much appreciated.
I've seen it, mainly with the soviet AI's. But there's nothing I can do about it really.
there's a reason for those powerplants ;)
It does have an endless amount of defenses.
Currently I'm trying to make the AI produce more units.
It's a pretty pointless AI, and paranoia was supposed to be a turtle/steamrolling AI.
But when making an AI, there's often times where it begins to shape itself. It'll show where it's most effective and where it's weak points are.
It's my job to make it's effective elements more refined and it's weak points less vulnerable.
This AI is more of a fun test than anything else, but if it does prove to be a strong AI, then I'll be sure to add it into 1.03.
Play against Medium or Hard then.
I mean it wouldn't be easy if.. it wasn't easy.
Almost nothing is changed for easy AI, medium has unnoticeable adjustments, only hard and brutal are fully edited.
Finalised... There's only 2 ways that can happen: When I stop making AI, or lose complete interest in the project.
Seriously I could be on 1.30 and still make a list of things to improve on.
I actually have no clue about campaign AI editing, my AI editing is completely restricted to skirmish.
I do not know how to make a mod compatible with uprising, so this mod will not be released for uprising as well.
The next update depends on me, I gave everything I got into this mod. I put too many hours into it, if I do make another update, I've decided I'm going to make the AI strategically stronger.
And fix some of my minor concerns with the mod. But the next update could be weeks, or months, maybe never. Honestly I don't think it will get much better than this.
To increase the AI's strategical capabilities, it will require a lot of testing and a whole lot of time and most of all, motivation.
And I always lack motivation, in fact.. my interest in continuing this mod as I am now, is very low.
If I do decide to continue the mod, I can promise the AI will become another level more difficult.
Despite my improvements to the AI, results have shown that the AI is even worse than the original AI on pro level terms.
My AI exploits slower, lesser skilled players, but is complete crap when against good players. This can change if I have the motivation to do it.
That's all I have to say for now.
Just a note for anyone viewing this pic, this scene won't ever be seen when you're playing. As I now have the AI using a different attack style with their kirovs, and migs weren't ever intentionally escorting the kirov. Not to mention AI no longer spam 9 airfields when not necessary.
However if you were frustrated with kirovs with the regular AI, it's gonna be a lot more frustrating now as ALL soviet AI use kirovs. And this time they won't be under 50% health due to poor secondary usage.
I've actually got a whole lot of things done, what I really need to do is test more. In other words, the extra personalities are not out of the picture.
I've come up with 5 concepts for new personalities, which may be included into each faction. I'm not gonna say any more about them until the 4th, where I shall introduce one of them.
Yes the AI does intend to protect his units now, honestly it is a double edged sword with the AI using this thing, sometimes he uses it at a bad time. But sometimes he will use it at particularly good times.
I'm still working on it though, there is an effective way to use this superweapon, and it doesn't involve protection. The nanoswarm hive is more of a spawnable prison where units can't leave or get in.
I'm trying to get the AI to lock in his opponents units inside with his oni's. At the moment locking opponents inside is mostly unintentional. But there was a moment he locked his units in with an enemy refinery and destroyed it.
That's yet to be determined really, there's plenty that's gonna be improved on. Hard will be better but not challenging for a decent player.
Brutal should feel fresh, like they're finally doing that they always should have. I think the ai will be more fun to comp stomp against however. Mainly cause it's really hard to get an ai to 1v1 decently.
What you should feel is more frustration as the ai has a much better target choice. You're not often gonna see ai use twinblades to attack your warfactory or refinery, they'll go for weaker structures and collectors.
There's plenty of things to touch up on and I'll get around to showing more of such things when I get to it. Which reminds me, got to do something about the stupid burst drones.
Oh god... no.. plz no... the skirmish memories NO! X___X
Ra2 Tanya is best because.. she's freaking insane O_O
Psycho crazy bitch, scares the crap outa me. Not to mention she's so cocky.
"I'm the best there is" - Tanya Adams
I LOVE IT!