AI Enhancements

Bug #895225 reported by EVA-251
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

In Tiberian Sun, the AI performed significantly better on TeamTypes with Aggressive=yes, an attack against one unit with in its taskforce was considered an attack on all of them- i.e. you fire on a single Titan within a Taskforce of 5 Titans, and the TeamType has Aggressive=yes, all 5 Titans will go for the aggressor.

In RA2, this behavior is completely gone- the AI simply allows the player to pick apart its formations one unit at a time. (the attacked unit will respond, but not the entire team)

##### STEPS TO REPRODUCE #####
Play against a TS Level 2 (Hard) AI, and play against an RA2/YR Brutal (Hard) AI.

##### ADDITIONAL INFORMATION #####
Fitting within the scope of AI enhancements, could the smarter deploy logic used by GIs in stock RA2 be restored?

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I don't have much time these days, but I definitely want to make the AI better.

Revision history for this message
Bug Importer (bug-importer) wrote :

Im modding RA2 AI for long time and encountered these problems:

-The AI cant create teams with more than one loaded transports
-Naval Units teams with generic attack scripts (0,n)only attacks naval buildings, not attacks land bases...

Revision history for this message
MT1337 (mt1337) wrote :

This is definitely one of the most annoying things when it comes to AI editing. Fix this, and already even the standard AI won't suck nearly as much.

Revision history for this message
Renegade (renegade) wrote :

Survived DFD.

Revision history for this message
AlexB (alexander-b) wrote :

This feature has to be enabled with a tag to not change the original game's behavior.

[General]TeamRetaliate= (bool, defaults to false)
Whether teams are allowed to retaliate if a member is attacked and not killed immediately.

Changed in ares:
assignee: DCoder DCoder (dcoder1337) → AlexB (alexander-b)
milestone: none → 0.7
status: Confirmed → Fix Committed
Revision history for this message
Skyler (shadowsky09) wrote :

This feature works but it has a lot of issues.

List of issues.

Parasites - all members of the taskforce will try to kill the parasite each time it dose damage to a member of the taskforce.

Flying units - all members of the taskforce will retaliate against flying units even if none of them have AA weapons.

ArmorTypes\Immunities - any member of the taskforce that cant attack the aggressor with its weapons will follow the aggressor instead.

When the taskforce is attacked by multiple aggressors it will keep switching to the next aggressor that does damage to any members of the taskforce.

Revision history for this message
AlexB (alexander-b) wrote :

Thanks! I updated the feature a bit, and it shouldn't try to retaliate against aircraft or ConsideredAircraft any more. It might not fully fix this issue, as JumpJet infantry is neither. Also, parasites should no longer trigger this logic. I'm not sure whether the target switching issue is gone now. I removed a part that was responsible for resetting the targets of each unit in the team, but it might be the team still does this automatically, just later.

Revision history for this message
Skyler (shadowsky09) wrote :

I am testing this feature again and have fond that.

Parasites no longer trigger units to retaliate. - Fixed

Multiple aggressors no longer trigger target resetting. - Fixed

All AA weapons are not auto attacking BalloonHover units. - Critical Bug

There are a lot more issues that I have fond and probably more that I haven't fond yet, but first I would like to give my idea for this feature.
My idea is to have it so that when a member of the taskforce is attacked it will trigger all members of the taskforce to retaliate against the aggressor independently, like all the units are linked together so if one is attacked all the others will act like they were attacked by the aggressor to.

Revision history for this message
AlexB (alexander-b) wrote :

While it would be cool to have each unit check whether it actually could attack the offender, this is a bit too complex to implement. It essentially is like what you describe already, but all units will get the new target without checking whether the individual unit can actually damage the attacker. If it won't make the game slower, this might be added later; for now the game can do more than it could before, just not for balloon hover units.

Changed in ares:
status: Fix Committed → Fix Released
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