Superior AI 1.08 promises new tactics and enemies.
Many countless adjustments have been made to increase AI effectiveness in unit compositions and counterplay.
Pretty much the normal improvements you can expect from the usual mod updates.
I personally have less confidence in this release, though it does fix a lot of issues and as far as I'm currently aware every AI isn't bugging out now.
I am deciding to release the unfinished experimental Builder AI too.
Ever wondered what would happen if AI could build walls, play against builder. But don't have high expectations they place them rather randomly.
If I could fix that I would, but there's a lot of limitations. Builder wasn't included in 1.06 because of how experimental it was initially. Further work may yet be done to the Builder AI type, and then perhaps given proper names.
You may be wondering why I wouldn't finish it, well... It's because I just don't really want to right now, I have a lot of plans to change for the next version but I'm not even sure I'll be releasing that.
I once again worked hard trying to figure out how to make AI use chronorift and toxic corrosion, to no success. They seem to refuse to ever use these abilities.
Despite what I failed to accomplish, there is plenty of success stories within this version, it's truly been a long road. The new AI types the, "FlowStorms" should provide a breath of fresh air from the normal predictable behaviors if you're used to how the Superior AI normally play.
Now I'll explain what FlowStorm AI are.
The FlowStorm AI are designed to take the early game a bit easier, a bit more conservatively.
You'll see some small attacks early, to try to pick apart any weaknesses you may have early game.
This is the "flow".
However after a certain time the AI will then produce a massive force in which they will attack in a very decisive manner, unlike other attacks you've experienced by the Vanilla AI, or Superior AI. This attack will not pull back, it will try to end the game then and there if it can.
This is the "storm". Hence the name FlowStorm.
Now the FlowStorm AI can also try to end the game early if it finds the opportunity, so don't get too overconfident.
These AI aren't necessarily better than the normal Superior AI, they just have a much more complex attack pattern and are smarter when it comes to ending a match.
I hope they provide a fresh experience for you to play against.
In this update I've also included an AI list so you can search names to find out what the AI does.
I added a (Flowstorm) to the names of the AI who are of the FlowStorm type.
Please enjoy 1.08, it may be the last version.
The potential for a 1.09 is still out there though.
I think when I am officially done with the mod, I will release the source code for the latest released version.
Special thanks to H20||Chris for helping so much with inspiration and testing over this time.
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thank you this is great !
Just watched a random one; Ruminov against Akihiko and Akihiko won; it was on the first map at the top with default money and no random crates and Akihiko was the bottom left. Good AI this is. :D
Hopefully, they'll build walls around the refineries like how pros do etc. Good job on these. :D
It would be pretty cool if they all had intros with their dialogue like how the others do, however it requires a lot of people to act as them lol. xD Nice variety with them though.
One thing that hopefully could be fixed are the naval units; they seems to constantly get stuck trying to get land units. Also, any other command and conquer's where you can watch ai?
Impressive work.
The Allies always seem to get wrecked by the Soviets and once those Kirovs show up the AI is screwed unless they have overwhelming forces.
I can't wait for it to be open source and see what AIs people come up with (and hopefully the update).
Any updates coming yet?
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.
So it dead on the water them?
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Ok, sorry to hear. All the best for your future then. :)
Sorry for noob question, but is this mod compatible with other mods if i combine the skudef file?
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