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> Broken AI, This time its Nod.
Devastator
post Oct 30 2010, 11:53 PM
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Remember one of my first topics when I said GDI built hundreds of component towers? That problem was solved a long time ago but now Nod has a problem that happened on my old computer with a different mod.

GDI works exactly how they should on all AI levels.
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Nod only builds Tiberium Refineries and all of the buildings at the Building Prerequisites. No defenses whatsoever. They cram their base with taskforces and don't send any of them.

What causes this?


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Rampastring
post Oct 31 2010, 08:02 AM
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QUOTE (Devastator @ Oct 31 2010, 01:53 AM) *
They cram their base with taskforces and don't send any of them.

Possible causes are too high values in Minimum/MaximumAIDefensiveTeams or a too low value in TeamDelays. If you have large taskforces, I recommend you to keep a high value in TeamDelays.

This is because the AI starts building a new team every time the number of frames specified in TeamDelays has been gone from the time the AI started building the last team. If you have a low value in TeamDelays but large taskforces, the AI will start building a new team before it has finished building the previous one, which will over time result in the AI's to-be-built teams "stacking" together and the AI tries to build many teams at the same time without finishing any of them.


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Devastator
post Oct 31 2010, 05:31 PM
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AI 0 worked fine since the highest amount in a taskforce is one of Nod's vehicle forces consisting of around 30 units. AI 1 I haven't tested.
AI 2 I'm ready to test after making changes.

What puzzles me is that vehicles build slower than infantry yet GDI has larger vehicle forces than Nod on AI 2. GDI's biggest force consists of 87 units whereas Nod's biggest on AI 2 is one of Nod's vehicle forces consisting of only 65 units.

(Yeah I know the forces are large which adds onto the difficulty.

EDIT: The problem is solved.

This post has been edited by Devastator: Oct 31 2010, 07:46 PM


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Rampastring
post Oct 31 2010, 08:17 PM
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QUOTE
What puzzles me is that vehicles build slower than infantry yet GDI has larger vehicle forces than Nod on AI 2. GDI's biggest force consists of 87 units whereas Nod's biggest on AI 2 is one of Nod's vehicle forces consisting of only 65 units.

When coding an AI, you should make most of all sides' taskforces about as large (not by amount of units, but by the taskforces' cost). Otherwise one side might be building attacks too slowly while the other side will try to build teams faster than possible, resulting in the AI jamming.

Also, not related to your problem but a tip regarding AI coding: since taskforces try to focus their fire, I don't think 87 units can focus their fire on something at the same time and I think it's better to use taskforces with about 25 units at the largest (and a smaller TeamDelays). However, it also depends on the mod/game; my DTA AI's largest taskforces are about 12 units, while in normal TS my AI has some taskforces with 25 units. This is because TS and DTA have quite different gameplay and the DTA AI is more effective with taskforces of about 10 units.

This post has been edited by ^Rampastein: Oct 31 2010, 08:19 PM


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Devastator
post Nov 12 2010, 11:47 PM
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Now it is a different problem. The AI won't build most of the new buildings with AIBuildThis=yes and they won't build any superweapons or high tech. (Temple of Nod, Missile Silo, Stealth Generator and Tib Waste Facility)

This happens with both sides.

Suprisingly, it DOES work when the AI is located to the far west on Super Bridgehead Redux. (The higher part of the edge)


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