An update to my old AI mod, some stuff was left unfinished in 1.08 because I broke it. 1.09 fixes it and adds some new AI along with the ability to grab crates.
This isn't really a return to development, however I just feel like it would be a shame to leave things as 1.08. 1.08 left a bunch of problems many of which I can no longer remember, but I do know I fixed what I had wanted to and did some more work after that.
Most of my work went into making the mod more manageable for adding new personalities and editing the many personalities that are already added. I was successful in accomplishing that.
There's so many small changes and tweaks I made, many things have been improved in ways 1.08 absolutely did not accomplish.
It's pretty disappointing when the mod is intended to both fix and improve the AI, but breaks the AI in certain places instead. I think 1.09 has far less broken things and reaches the intended balance desired.
Here are some key features to 1.09
-AI will now truly grab crates when crates are enabled, they'll seek them out and grab them.
-AI will give a last stand all out attack if they have no production structures remaining
-Superweapons will now shoot even small bases, so don't feel so safe if all you have is a small outpost remaining, so there's no more holding back against nearly dead opponents.
-Japan AI have more harassment attacks and the extent of how much they focus on it varies with different personalities.
-Undid change to Japan base structure layout changes in 1.08
I tried to use your AI in my mod, but failed. Maybe I missed something, but after spending a week I could not do it. Every time I tried to start the game, I had a crash, or the mod generally broke at the assembly stage. Could you, using my version 1.4 source code, embed your AI there? I think it would be wonderful.
I can't even build your 1.4 source code without any changes, so I'm unsure what to do there.
I just want to say that I'm not an experienced modder, editing the AI is all I did and the Superior AI source files sort of include all my very first mistakes including having lots of useless files around that aren't actually used.
Honestly, the best thing I can say is that you should try to make sure there are no conflictions, they won't resolve themselves it'll just break. In some cases it's best to just leave the files intact but find ways to exclude them from being used in game. You can see this happening in the additionalmaps/common area of the source code in SuperiorAI, where Warren, Lissete, etc aren't actually removed or replaced, they're just redefined here instead. Because it's always better to make your own than to edit an existing AI file or remove. This is the best way to make ra3 AI without crashes.
I should also mention, embedding the AI would take quite a bit of effort. A lot of the stuff you've added wouldn't be used by the AI without being made to. There's also the fact that your mod includes some files that mine does too which means I'd need to know the changes and make sure one file includes both changes. So I apologize and am sorry I don't think I would want to spend so much effort and time into such a task.
Ok, thanks anyway for the answer.
I always wanted from RA3's AI to use the chronosphere and Iron Curtain and Nonoswarm, thanks for making this mod! I only have one question, why the default Commanders's cutscenes don't appear in Skirmish?
Its 2020 and this mod is still updating. Great job, please keep up the good work and please keep updating it. Cant wait for 1.10
nice to see this mod is still updating. Would you please also make an update for Brutal AI ? Allies in that mod act badly due to 'too much cash', they keep spawning warfactory, airfield, navalyard, regardless of his power supply