Welcome to the JAGbot Mod!
JAGbot is a mod for CNC3 which will add more personality types and play styles to the inbuilt AI and make the normal AI more effective.
As of the moment we currently have one working ALPHA stage AI in development but plan we on making more for NOD, GDI and Scrin.
These will play according to each teams specific style. Some ideas for the AI are as follows:

NOD

Black Hand (Focuses on flame based attacks backed up with armor)
Scout (Uses attack bikes and Raider buggys for fast and early attacks)
Militia (Heavy use of infantry and fanatic attacks)
Blitzkrieg (Uses vast numbers of Venoms and Vertigo bombers to back up troops on the ground)
JAGbot (The playstyle you don't want to verse)

GDI
Iron Hand (Tanks, Tanks, and well more Tanks)
Spec Ops Division (Makes use of the high tier units like snipers, zone-troopers, Juggernaut's, fire-hawks etc,.)
Air Division (Lots of Orca's and fire-hawks to back the troops)
Ground Deployment (Focusing on infantry, the Ground Deployment AI uses vehicles to backup and support his infantry)
JAGbot (The playstyle you don't want to verse)

Scrin
Invader-71 (a air Focused playstyle)
Shocker-23 (Utilizing the shock troops, this focuses on infantry will air support and tier 1 vehicles)
Devastator-55 (Tanks and Air, enough said)
Buzzer-76 (Focuses on early, low tier attacks)
JAGbot (The playstyle you don't want to verse)

These are just preliminary plans and ideas however and if you have any ideas or would like to add any input, please feel free to leave a comment, any and all input is appreciated.
We will update this page as we go and check it nearly every day, so please watch this space!
Happy Modding,
The SAGE Modders team.

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AIPlay

AIPlay

Mar 19, 2013 Demo 2 comments

I take no ownership for this mod, I simply repacked it so that it wouldn't overwrite any files, and would run like most other mods. All work on this mod...

Post comment Comments  (10 - 17 of 17)
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:15pm says:

by the way, is this going to be strictly a coding mod at first, or is it going to be doing other things?

+1 vote     reply to comment
Oaks
Oaks Mar 10 2013, 8:38am replied:

Wow,new AI personalities.If only there could be a chance to implement it into TE and its units..

+1 vote     reply to comment
Jagreaper Creator
Jagreaper Mar 11 2013, 2:16am replied:

Well technically we can do that. However I'd need permission from the makers of Tiberium Essence, and the source code to add the AI. Thus for initial release's it will not be available as my aim is to create better AI for the vanilla Command and Conquer 3. However porting it after that wouldn't be too difficult.

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Guest
Guest Jun 4 2013, 7:12pm replied:

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Jagreaper Creator
Jagreaper Mar 9 2013, 6:58am replied:

Well by coding do you mean scripting AI types?

In which case, yes. This mod will add in new AI personalities, as well as try and fix the old AI bugs. The initial release of this mod will be Vanilla C&C 3. However after that, I am not sure whether or not to take it further. What other things did you have in mind? Sub-factions do come into mind, however am no modeler, and thus cannot create new models for the game. I could port models from Kane's Wrath and add them in, but there is already a mod for that. Balancing changes, not the main aim of this mod, and any balancing changes that would occur would be with the AI themselves. Taking a more simplistic look at other features, stuff like disabling super weapons, adding positive handicaps, and more colours (as has been done time and time again), are features that do not effect the overall nature of the game, and allow for greater variety and customization of skirmish and Multi-player games.

In sort, the latter is a consideration for initial releases of the mod, but heavier game-play changing features at least will not be included in version 1 of this mod, for those who just want a basic AI mod.

I hope I was able to address your queries.

+1 vote   reply to comment
Jagreaper Creator
Jagreaper Mar 9 2013, 7:08am replied:

Really it all depends on what the community wants and what is possible, as to what gets added to the mod.

+1 vote   reply to comment
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:01am says:

while working on this mod, there is something that you may want to "re-code" while your at it.there is a coding error that EA forgot to fix after all was said and done. it has to do with the NOD harvesters. after a certain period of time passes in prolonged matches, they simply shut down and completely stop responding. the will outright refuse to respond to harvesting commands and will not respond to move orders as well. the same happens from time-to-time with scrin harvesters as well, but that is rare in case and it usually only happens if you are in a match for 5+ hours. so please, if you can, look into this bug in the game and correct it in the mod file. it would greatly improve the play-ability of the game during prolonged matches against difficult AI. and from what your page says, that we do not want to face off against that AI type, it would really help a lot if our harvesters didn't suddenly stop harvesting tiberium and refuse all commands to resume operations. by the way, if i may ask, will you be modifying the production costs of any of the units while under the control of certain AI types? for example, when the militia AI is used, that respective NOD faction will have a 45% cost deduction for infantry, or if Iron Hand is used, tank have a armor boost and the rail-gun upgrade does double damage? it would be neat to alternate abilities between the AI types, as it would branch out the game play and bring in unexpected and unpredictable results.

+1 vote     reply to comment
Jagreaper Creator
Jagreaper Mar 8 2013, 7:26am replied:

I remember that bug, I think it has something to do with the AI's path-finding mechanism, can't be too sure though. I'll look into it and see what I can do. Also I like your idea, I hadn't initially thought of implementing that but I might see if that can be done. However, for example the cost reduction won't be as drastic as 45%, and I will scale it depending on difficulty. This way it won't effect overall game-play too much, but at the same time will force players to rethink their strategies depending on the AI.

+1 vote   reply to comment
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:14pm replied:

thanks for taking these ideas under advisement. i mentioned this to a few other modder's on other mods and they actually took down the suggestions (either it was so others couldn't agree with me, or it was outside their skills. i do not know.).

+1 vote     reply to comment
Jagreaper Creator
Jagreaper Mar 9 2013, 6:40am replied:

Well I'll try to do anything that's in my ability to do so, the idea seems simple enough, changing income is already possible (as seen by standard brutal AI's), and handicaps can change damage and etc. So I should be able to add fractions of armor and/or damage to certain AI type, that much I know I can do. So having specific parameters to have a more accurate effect, and other attribute modifications based on AI types should be quite possible.

I appreciate any positive ideas or feedback so feel free to make posts without fear of them being removed.

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SAGE Modders
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