This mod makes a the current AI more challenging with making no other changes to the game you know.

The list of what is currently improved is actually way too massive to thoroughly explain it all. There's both major and minor improvements, but the AI you once knew is no longer here, the AI are full of adjusted tactics, and build orders, better protocol uses and some better micromanagement.

The brutal difficulty AI, all have their own special builds to use to make use of their economic advantage.

The AI have diversity, especially on brutal where they have the money to use multiple structures to produce an army. The choices they make will not be as predictable as they used to be.

At one moment you'll be fighting off a horde of Hammer tanks, and then suddenly your opponent has kirovs coming from the back of your base and at your front!

Or perhaps he is an Japan opponent, attacking your water expansion with some tsunami tanks while he begins to push at your front lines.

But you can't forget the allied tricks, they may have some cryocopters freezing your collectors when you're not looking, and suddenly you'll find yourself racing the clock of their chronosphere, can you kill it in time before your army is sent to their graves?

Through additional updates new personalities will be added.
They will feature special tactics and build orders the other AI do not use.

There are currently 108 total Personalities to play against!
Some more unique than others, some are serious players, others do strange an unordinary tactics.

Check out the features section for the list of each AI and what they do!

Image RSS Feed Latest Screens
Experimenting with an AI AI support their navy now Allied AI supporting attack with cryocopters
Blog RSS Feed Report abuse Latest News: Superior AI 1.05 is released

0 comments by JonnyKnows on Nov 10th, 2013

It's been over year since I released an update for this mod. Over time I've continued working on and updating it
whenver I was up to the task. This update is simply to share the progress in which I've made, this update does not
mean I'll be making continous update to the mod.

Be sure to be thankful for these great players on volunteering to have AI's created based upon some of their preferences.
Though the AI may not be great imitations, they're still very much the superior AI you know and love.

Thank you!

WalfTheWolf
Yuiyui
Zokker13
Dankal
Kivi
Tingu
JuJu
o-80
Eminence


This update provides many fixes to the AI, plenty of adjustments have been made. I am happy to say this is one of the best
versions of the mod.

Nanoswarms are back to targeting enemy units, burst drone are properly landing
on units again too.

Imperial warriors are now using their bonzai charge against nearby infantry including bears!

So yeah, it's awesome. I've added 42 new personalities total.

Making the mod officially over 100 personalities.
This means you pretty much have so many possible matches that it could take a lifetime to complete every
possible match. I mean think about the fact you'd need to play over 100 matches of 1v1's.

If you were to play 1v1 vs each personality on every ranked map in the game it'd be over 700 matches.

Now think about all the possible combinations for 2v2's with AI's, you have even more possible situations.
Then take it a step further for 3v3's, and then FFA's.

At this point I can say, it's likely nobody who will ever play this mod will play against every possible FFA on a 6 player
map.

On a end note I'm going to leave you all with a list of every AI in the mod version 1.05, it will include a small description
of what that personality does. This may help you have some very fun matches.
You can check it out in the features tab.

If the new version isn't available for download as you read this, it is probably waiting to be approved.
So be patient ;)

Have fun and thank you!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Jonny's Superior AI 1.05

Jonny's Superior AI 1.05

Nov 10, 2013 Full Version 3 comments

Over a year since last update! 42 new personalities, many changes have been made. Enjoy my possibly last update for my AI mod!

Superior AI Brutal AI

Superior AI Brutal AI

Nov 10, 2012 Full Version 2 comments

For fighting against brutal AI, they now gain 4x normal income. AI adjusted to make use of the extra cash in their openings. Good luck!

Jonny's Superior AI 1.04

Jonny's Superior AI 1.04

Oct 3, 2012 Full Version 3 comments

Superior AI 1.04 is a Japan Focused version and much more. With a 150 unit cap for AI it makes infinite money&power maps more playable. An awful tank...

Jonny's Superior AI 1.03

Jonny's Superior AI 1.03

Jul 6, 2012 Full Version 1 comment

Been working off and on with this update. The allied AI are most effected, but there has been plenty of other adjustments. The changelist will come with...

Jonny's Superior AI 1.02

Jonny's Superior AI 1.02

Apr 4, 2012 Full Version 4 comments

After months of work, it's finally here. 1.02 with a whole lot of changes! Enjoy the carnage of many new commanders in this AI mod.

SuperiorAI1.01

SuperiorAI1.01

Dec 22, 2011 Patch 1 comment

With a lot of hard work and time put into this, I release this amazing update! Enjoy the even further improved AI, and another new personality to play...

Post comment Comments  (0 - 10 of 42)
maxim123
maxim123 Dec 30 2013, 11:40am says:

Also can you make rusher AI? like this: Soviet rusher Moves his MCV to enemy base and start spam barracks on the enemy base and commit a Capture rush the enemy base same with alies. and empire will build DOJO cores and send the unpack on enemy base and do the same actions: capture rush and me as alies faction supports the rusher with my Mutirole turret that would be fun xD

By the way nice mod liked it alot!!!!

+1 vote     reply to comment
maxim123
maxim123 Dec 30 2013, 11:36am says:

Can you make AI that very specialised to support their allied players?

Example,Me builds Air craft carrier and my Allied AI is soviets so he will protect my carriers with MIGs and Akula subs...

and my tank army (Guardia tanks) the empire AI will support my tank army with his VX as anti air...

3rd situation i had lots of V4 rocket lauchers... so the Allied AI alies faction will support my V4 with his guardian tanks and as well as some javelings for anti air. this High Supportive AI should be avaiable for all 3 factions.

and...

WalfTheWolf
Yuiyui
Zokker13
Dankal
Kivi
Tingu
JuJu
o-80
Eminence

err i seen there AI personalities named as thoese players... does the AIs will play as thoese players? if yes, it would be a great skill training for multiplayer (Ofcourse if they are brutal AIs)

and i started a match as a spectator and seen how the WalfTheWolf AI played, he just build ALOT of Camp boots (8 around)3 anval yards, Air bases, war factories... and he had only 4 refineries other refineries just build on clear space without ore mine ahead (Wich seems to be a glitch)

+1 vote     reply to comment
chrisy880
chrisy880 Jan 29 2014, 9:21am replied:

Off topic sorry, but you really need to work on your spelling:

Thoese=Those
It's boot camps, not camp boot.
anval yards= naval yards.

+1 vote     reply to comment
Guest
Guest Jan 11 2014, 11:53pm replied:

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chrisy880
chrisy880 Dec 6 2013, 8:07am says:

Sweet! Nice to see this awesome mod active again ! Thanks for releasing 1.05 !

+1 vote     reply to comment
Guest
Guest Nov 20 2013, 10:42am says:

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JonnyKnows
JonnyKnows Nov 20 2013, 7:53pm replied:

The modsdk for ra3, the mod tool any other modder uses to create mods in this game.

+3 votes     reply to comment
Guest
Guest Sep 2 2013, 9:48pm says:

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Agrammor
Agrammor Feb 7 2013, 5:30pm says:

Jonny: I'm delighted to see that you've successfully modded the AI, but how did you manage to do it without crashing the game?

I've been able to successfully mod many other elements of the game, but every time I touch the AI, even if it's only to change the value of a single attribute to another value that the developers used for that attribute elsewhere, it inexplicably destabilizes the entire game. The mod builds fine, but the game crashes in every match.

All I want to do with the AI is stop it from retreating so much. I've tried changing the values of RetreatPowerAdvantage in various MicroManagers to 0.0, -1.0, or 0.01, but each crashed the game. The same thing happened when I increased RetreatMinDistanceFromBase to 32767.0. I've also tried changing the MicroManager used by various StrategicStates to StandardMicroManager_EASY or various Fearless MicroManagers (all of which have RetreatPowerAdvantage="0.0"), but again, the game crashed every time.

Would you mind sharing how you managed to stop the AI from retreating so much with your Aggro personalities? I would greatly appreciate any insight. Thanks!

+1 vote     reply to comment
JonnyKnows
JonnyKnows Nov 26 2012, 3:15pm replied:

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.

+1 vote     reply to comment
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Release Date
Released Dec 4, 2011
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Highest Rated (4 agree) 10/10

Full of hardwork, people should realize that its quite hard to modify/add an AI.
10/10

Dec 11 2011, 9:02pm by PsionicAssassin

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