Superior AI Brutal AI
Nov 10, 2012 Full Version 1 commentFor fighting against brutal AI, they now gain 4x normal income. AI adjusted to make use of the extra cash in their openings. Good luck!
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.
Don't fret though, they maintain their preferred styles that you've come to know them to use.
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 66 total Personalities to play against!
These new personalities will not be simple typical improved AI, they will feel different from the other AI I promise.
1 comment by JonnyKnows on Jul 6th, 2012
The time has come for another update, and it features support for infinite money and power!
You'll need to download one, it's pretty beta stage really, and the AI never stop building even if their factories are completely blocked and
super traffic jams are in the base.
So, there doesn't seem to be anything I can do about that, could probably add some unit caps just so the ai doesn't build 1000's of VX doing nothing but lagging the game.
Also, most of you supported the increased income for hard AI's, it is now implemented and the hard ai should feel more competitive.
So, in case you want to know.
1.04 will feature more personality for well... all the personalities, it'll feature unique attacks and more focus on those personalities style of play. 1.03 already has implemented some of these ideas.
Of course 1.04 will as usual have more AI's to play with!
Yeah that's right, during the release of 1.03 I'm talking about 1.04!
That's because this project can always be worked on, always something to add.
Whether it's a new AI, fix, build order, or tactic there's always something more.
I've got some other ideas that have been sitting in the back of my head that I have yet to try, which I'll be testing during the future update of 1.04.
So sit tight, there's more to come believe me, like some special versions of Superior AI...
But I can't make promises on that cause I'm not even sure of the possibilities myself!
Another BIG thanks to my friend and assistant Greg, thanks for all your help.
Also a thank you to all who helped me decide to change the hard AI income a bit, I really needed that opinion.
So, now go off to play 1.03, destroy some bridges and watch the AI repair it ;D
Should make bridge maps more playable, probably easier to kill their land armies while they keep relentlessly trying to cross it. Maybe in 1.04 I'll make the AI more intelligent about that.
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!
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...
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...
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.
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...
Welcome to a world where AI kick your ass, mainly brutal cheating AI. Which will now live up to their name "Brutal". With a brand new personality called...
Highest Rated (3 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
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!
Question: Dies AI still have omnisence? While the mod does look Interesting on it's own, what I really hate is the fact that AI instantly reacts to your strategy and tactics, before "seeing" them. I know he sees then as I build it, because it takes the data from the engine, but it shouldn't send bombers to kill an expansion, he hasn't scouted (or building AA units before seeing your Air units). This makes Sneaky rushing and ninja expanding impossible.
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.
Can I download and install only the newest version? Or do I have to get them all?
They are all stand alone versions, just download the most recent version and it should work just fine.
Understood. Thanks man.
I don't think it's possible to run 2 mods at once.
And even if it is, Revolution adds units which won't be supported by Superior AI since those units aren't in the AI files. Thus, 'they don't know they are even in the game' =/
Will this mod work with Red Alert 3 Revolution mod?
See above comment, just added one instead of responding xD
Yeah, he should be always named Kenji. But MechaWarfare is part of his name, just isn't supposed to show ingame.