Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => General Discussion => Topic started by: Jeff 'Robotnik' W. on January 16, 2011, 12:13:20 AM

Title: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 16, 2011, 12:13:20 AM
branching off from the other ai thread to avoid clutter and make this easier to find
http://easternfront.org/forums/index.php?topic=4992.15 (http://easternfront.org/forums/index.php?topic=4992.15)


basically its a merge between EF and using the AI from the improved ai mod to see if it works and give ideas for future EF ai improvements

the AI mod thread on relicnews (with changelog)
http://forums.relicnews.com/showthread.php?254367-Tactical-AI-Mod-v20101217-%28for-COH-2.601-Multi-Language%29 (http://forums.relicnews.com/showthread.php?254367-Tactical-AI-Mod-v20101217-%28for-COH-2.601-Multi-Language%29)

here is the download the latest version

http://www.mediafire.com/?4v8k8qed6gqvsy5 (http://www.mediafire.com/?4v8k8qed6gqvsy5)


changelog for additional changes and tweaks i made


v.1.00

-soviet infantry will use grenades are satchel charges more smartly (no more throwing AT grenades at infantry)
-officer squad should not suicide charge to shoot a barrage (also applies to snipers)
-ai should (hopefully) not suicide Katusha after firing them
-ai should (hopefully) use KV-2's more properly
-guards will use suppressive fire
-partisans should (hopefully) use booby traps
-ISU-152 will use beast-hunter mode
-general small ai improvements in microing and such


v.1.1

-soviet infantry armed with smg's will use close combat
-soviets should build defenses like mg nests and howitzers more often
-ai should not spam so many pumas

v.2.0

-updated AI to work with new patch
-katyusha will not suicide into enemies anyomre
-stormovie inginery will use close combat
-Tankhunters will now use AT mines
-KV2 should not go running into enemy tanks and should remain at distance (needs more testing)
-ISU152 should use barrage ability more smartly

-still working on limiting call in spam for soviets


v.2.0.1
Fixed katyusha bug
Fixed British SAS bug
Fixed other bugs

v.2.1
Fixed various UI things
Fixed a few 1.3 patch changes
put in a system that should control katyusha spam. havent been able to test it much
soviets should now build outposts

v.2.2
Updated unit stats to current patch
Fixed issue where human players can see and use ai abilities
Fixed issue with not being able to use some maps
applied katyusha spam controll to other call ins
further improved kv-2 combat ai

v.2.2.1
fixed brit starting units
fixed fatal ai error

v.2.2.2
fixed more bugs
Title: Re: EF improved AI test mod
Post by: BurroDiablo on January 16, 2011, 12:31:06 AM
Hmm, sounds good.

Although, Beasthunter mode has never really worked as intended. Its been replaced in the next patch with an indirect howitzer ability ;)
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 16, 2011, 01:15:45 AM
Hmm, sounds good.

Although, Beasthunter mode has never really worked as intended. Its been replaced in the next patch with an indirect howitzer ability ;)

hmm awesome!

ill probably wait until the patch is released before making further changes, seeing as its probably a big one
Title: Re: EF improved AI test mod
Post by: IJoe on January 16, 2011, 07:24:46 AM
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 16, 2011, 08:24:48 PM
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh
Title: Re: EF improved AI test mod
Post by: IJoe on January 16, 2011, 08:32:22 PM
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh

Basically, I was asking, weather you did (and I think you did) or not change some parts of ebps and sbps files (with corsix that is), and, if you did, then how's it gonna be compatible (if I write it down straight into vanilla) with some mods, most of which have their own changes in atribs? :)
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 26, 2011, 08:21:12 PM
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?

the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh

Basically, I was asking, weather you did (and I think you did) or not change some parts of ebps and sbps files (with corsix that is), and, if you did, then how's it gonna be compatible (if I write it down straight into vanilla) with some mods, most of which have their own changes in atribs? :)

it wont be compatable except with other people using this mod, at the moment anyways. this is kinda for testing and maybe the dev can then put it into the current EF version, so that everyone can play each other


Also updated the ai
Title: Re: EF improved AI test mod
Post by: IJoe on January 27, 2011, 12:11:35 AM
Regretfully report, that AI v.2.0 has major drawbacks, such as no soviet weapon recrewing, no alternative t-34 ordering after the 85mm gun upgrade :(
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 27, 2011, 12:19:36 AM
Regretfully report, that AI v.2.0 has major drawbacks, such as no soviet weapon recrewing, no alternative t-34 ordering after the 85mm gun upgrade :(

i probably overlooked those, as well as the british SAS, but all of those are an easy fix and i should have a hotfix up tonight

Post Merge: January 27, 2011, 02:07:17 AM
Hotfix uploaded
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 29, 2011, 08:12:03 PM
new version uploaded
Title: Re: EF improved AI test mod
Post by: Blackbishop on January 30, 2011, 04:27:34 AM
I tested your last AI and I had some issues:

1) MG squad inside inital Wehr bunker can go out from it's bunker(it's AI fault ;)... perhaps brits have this issue as well).

2) I played a skirmish as american and found this on the sniper.
(http://i52.tinypic.com/35jjq79.jpg) (http://i52.tinypic.com/35jjq79.jpg)

3) I choose armor commander and when got the calliope, it duplicates the call-in button. Both are functional but with the second one, the tank enters from a different spawn point: near the VP of the bottom of the map.
(http://i51.tinypic.com/2pzgx7a.jpg) (http://i51.tinypic.com/2pzgx7a.jpg)

4) The calliope had two "fire barrage" buttons.

5) I can use the M-10 instead of M-36

6) MGs usually don't face the right direction and when being attacked from the flanks usually don't pack it up.

Also, as I played in Lyon, a "heavy" urban map, the AI displayed it's usual behavior on those type of maps... was a normal AI but looked like a "very easy" one. Do you know why the AI plays bad on that type of maps :-\?

Then tested on Angoville, soviets against PE. At first was way better, but after 5 minutes started to spam Kettens/schimws instead of soldiers to fight. Sometimes Scout cars could be seen, but not anymore.
(http://i56.tinypic.com/2cglt36.jpg) (http://i56.tinypic.com/2cglt36.jpg)

Also, Urban Combat has double flamers at first place instead of third.

When i had all the points of the map, the AI begun to work well again, building PGrens & ATHTs (weird, i expected IHTs, even i didn't build tanks), and even calling hetzers(interesting strat PGrens w/Gewehr+T1->T4+Tank Hunters), and took back some parts of the map, but then i called in a KV-2, i put it in front of the hetzer and got some fire discipline on it, but the hetzer turned back, advanced a couple of meters and stay immobile, getting rear shots from the KV-2 ;D!!!

Perhaps i did something wrong, but the only  thing we need to do is copy & replace the existent files right ???? I don't know if I messed up my files tough(I think this could be possible xD). Could someone confirm it?

This looks promising ;D!! Keep up the good job :D!


EDIT:

After playing as PE:

1) I confirm that you can build schwim & ketten at the same time.

2) Pz IV has two Rapid fire buttons, one have hotkey, the other hasn't.

3) Tank Busters doesn't use the right skin.

4) Muni-HT don't recharge munition based PE abilities.

General:

1) AI send engineers to repair units even if are in middle of combat.

2) AI sends "damaged units" to fight(one soldier squads, tanks/vehicles with low health and or weapon damage).

3) AI has tendency to spawn a lot pioneers as wehr, ketten & schwim as PE, engineers as US.

4) Looks like CoH balance changes aren't included, US engineers are supressed every time the wind blows xD.

5) You will earn CP even if all the abilities of your command tree are unlocked.
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on January 30, 2011, 07:54:18 PM
^^

thanks for the feedback ill take a look at those

to make sure the mod is working though you should try reinstalling the eastern front mod then apply the latest release of the AI mod

1. yeah im not sure how to fix that at the moment, ive heard of the ai taking them from brit mg nests, but never from the bunkers lol

2. thats supposed to be an ability that only the ai is supposed to use (it allows it to shot at medics when nothing else is around), ill be sure to hide it

3.same as above

4.same as above

5. ill take note of that

6. ill take a look at that, can probably apply what the 17lber uses to the mg


and

1. ill take note of that

2. another ai only ability, will make sure to fix

3. never noticed, ill make sure to fix

4. thats odd, as i didnt think i even touched the ability, ill take a look at it

1. ill see if there is anything i could do about it

2. hmm, thats kinda odd as i though it was fixed for infantry, ill see what i can do about the tanks though

3. i try putting a cap on the amount they can build

4. ill make sure to impliment them

5. that was a feature of the original mod, ill make sure to remove it
Title: Re: EF improved AI test mod
Post by: Blackbishop on January 31, 2011, 08:27:23 PM
I didn't knew that AI used additional ability slots. Thanks for answering.

BUMP:

Looks like Azooma deleted his AI mod...
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 01, 2011, 04:51:56 PM
I didn't knew that AI used additional ability slots. Thanks for answering.

BUMP:

Looks like Azooma deleted his AI mod...


:0 he did, thats a shame. well i guess i cant count on any more updates from him, ill just have to continue improving the ai on my own
Title: Re: EF improved AI test mod
Post by: Red_Stinger on February 01, 2011, 09:14:39 PM
News from the front: soviet AI still spam katyusha, but dont send them directly to the front alone. Instead, the AI wait to have a big stack of infantry/tank/katyusha and rush a target with it. But, while katyusha are waiting with other troops for the attack, they fire their rocket. They are still at the forefront of every attack though.

Partisans are still spammed.  :P And I still cant recrew AT guns and mortars  :P   
PE and Werh AI seem to be improved in many aspect though. Keep up the good work!  :)

Title: Re: EF improved AI test mod
Post by: Ryousan on February 02, 2011, 08:21:39 AM
Question

To play against other people is enough to back up my original eastern front folder or is absolutely necessary to reintall it?
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 02, 2011, 05:38:13 PM
Question

To play against other people is enough to back up my original eastern front folder or is absolutely necessary to reintall it?

you only should have to reinstall it if its not working
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 02, 2011, 06:20:43 PM
You need to backup Data & DataAttrib folders and Eastern_Front.module.

@robotnik
Now I remember, your Eastern_Front.module is missing the newer maps :).
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 03, 2011, 06:28:50 AM
You need to backup Data & DataAttrib folders and Eastern_Front.module.

@robotnik
Now I remember, your Eastern_Front.module is missing the newer maps :).

oh yes i forgot to add the archives to the module file. k ill make note of that. expect an update by friday or the weekend
Title: Re: EF improved AI test mod
Post by: SublimeSnugz on February 03, 2011, 06:41:27 AM
What a great initiative your taking there robotnik, im sure that there is alot of compstompers who are very pleased that your taking the time to improve the AI for them.

Good luck to you

Title: Re: EF improved AI test modo
Post by: Jeff 'Robotnik' W. on February 07, 2011, 10:37:53 PM
Updated with the latest version.

This is the last major version right now, and i believe is ready to implemented into the next patch. I am still going to be working on improving the ai, but it will take a while to get it working even better, since i am now going into territory i have not explored yet.

I think right now is a good stopping point, as the ai is better than it has ever been and the users should get a chance to enjoy it

thanks to everyone for their support and for testing the mod out
Title: Re: EF improved AI test mod
Post by: pariah on February 07, 2011, 10:49:53 PM
Pure awesome awesomeness, robotnik! ;D 8) Now if only i could just get my stupid fucking Internet connection working properly, so i can download the patches...  >:( :( :'(
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 08, 2011, 12:35:47 AM
Thanks robotnik!

I replaced EF files and when started a match got this error:
Code: [Select]
16:33:03.43   GameObj::OnFatalScarError: [string "EASTERN_FRONT\DATA\Scar\WinConditions\vptickerwin-annihilate.scar"]:420: attempt to call global 'Rule_AddInterval' (a nil value)
16:33:03.43   GAME -- SimulationController::Pause 1
16:33:03.48   GameObj::OnFatalScarError: FATAL Scar Error! - Execution has been paused.  Error calling init function VPTicker_OnInit.

It says: Fatal AI Error - Execution paused.

Btw, i didn't noticed earlier but brits & RMC starting units are messed up :-X.
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 08, 2011, 01:51:37 AM
alright uploaded version with fix. reinstall EF before applying
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 08, 2011, 03:22:38 AM
Now works :)!! But i have some issues:

a) Could you check if Wehr starts with a MG bunker or only with a bunker? Every time i visit their base, both are just bunkers.

b) The normal AI seems to be "easier" than normal in EF, perhaps that is because Azooma did it for CoH.

c) RMC have a bug, they start with Recon Section instead of Royal Marines Section; also the latter cannot build anything.

(http://i52.tinypic.com/24e27va.jpg) (http://i52.tinypic.com/24e27va.jpg)

Everything else seems right :D! Thank you.
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 08, 2011, 03:33:49 AM
by what ways do you mean the ai is easier though. on certain maps the ai seems to play more stupid than usual for both this ai and the EF ai, examples being very heavy urban maps.

i will have a fix for the problems uploaded shortly
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 08, 2011, 03:42:22 AM
I test on angoville :). I say easier because the AI seems to be idle at times, parking units next to points without capturing them or raiding my points :P. Sometimes the units don't do anything at all, i start capturing an enemy point, then they send troops to fight that position, if i get the point neutral, they stop the attack and becomes idle xD. Perhaps i'm asking too much.

Btw, you also fixed the missing captain bug xD. When you lose your HQ Truck and call another one, it will have the captain slot empty :D. Fixed in the list of issues for the next update but i was surprised to see it in your pack :D!

EDIT:
Nevermind, perhaps i get used of Normal AI and i need to go against Hard AI.
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 08, 2011, 04:09:58 AM
heh and i didnt even realize that i fixed it lol  ;D


also uploaded new version
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 08, 2011, 07:13:28 AM
I'm going to test with the four faction to see what is missing :).

General:


US:

Wehr

Brits

RMC

Soviets

PE

Perhaps some changes to CoH balance still missing xD. I'll add more stuff later :).
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 09, 2011, 09:41:23 PM
ill try to release an update this weekend, as im a little busy right now

keep posting bugs so i can take them all out in one patch
Title: Re: EF improved AI test mod
Post by: Venoxxis on February 10, 2011, 12:59:46 AM
Your making really fast process. The current version looks pretty interesting already. Im really looking forward to a non-spam-call-in soviet. Does someone tested it lately?

Hell as soon as i find some time i will test it on my own   :o
Im really looking foward to the issues being fixxed, which blackbishop mentioned. Espicially vanilla tiger skins are a must have  :)


Keep up the good work!


best regards
Title: Re: EF improved AI test mod
Post by: pariah on February 10, 2011, 02:38:58 AM
I have no idea how that works... How the hell could a bug give a unit another skin? That makes no sense to me! ???
Title: Re: EF improved AI test mod
Post by: Red_Stinger on February 10, 2011, 11:55:54 AM
Soviets still cant recrew heavy weapons.
Soviet dont use call-in at all (which is finally better than previously).

The leaders of shock guards look strange, but I do not know if it come from your mod: he seems to be holding an other weapon than a PPSH: his smg move alone, and then his hand move alone  ???

Title: Re: EF improved AI test mod
Post by: Blackbishop on February 10, 2011, 06:32:43 PM
I have no idea how that works... How the hell could a bug give a unit another skin? That makes no sense to me! ???
That's because the guy who made it changed the skin... what makes me think something...

@robotnik
Did you replaced EF's CoH files with Azooma's ones? If you did it that's why we have that kind of bugs :).

Azooma made this mod to improve CoH's AI behavior, but not for make it more challenging unlike EF, this is why i was worried(or that's how i see it) about vanilla factions' AI becoming "weaker" than in "EF". He also modified some files that shouldn't need to mess.

I don't think that would do any good :(... in that way there would be always something missing, especially small details/changes from any faction :-\. You can try to merge the files using winmerge (http://winmerge.org/).

The SCAR files will be quite simple to merge, but the other ones (rgd or somthing like that) will be a pain because you need to extract them first. Unless you have a monitor smaller than 17" and/or 4:3 will be easy to use winmerge.

If you need any help, i could lend you a hand; i know you are part of the "community's model makers", hence, you're busy ;).

Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 11, 2011, 08:50:37 PM
from what people have been saying, it seems then that Azoomas ai mod while it did make some parts harder, it made other parts stupider.

im going redo the ai again from the beginning, but this time im not going to use all of Azoomas ai, but only the parts that improved the mod, as well as pieces of my own ai that have sown to work



instead of listing bugs, i would like to know what the ai is doing worse in comparison to EF's default ai (ex: ai spamming engineers)
Title: Re: EF improved AI test mod
Post by: Blackbishop on February 11, 2011, 08:57:26 PM
from what people have been saying, it seems then that Azoomas ai mod while it did make some parts harder, it made other parts stupider.

im going redo the ai again from the beginning, but this time im not going to use all of Azoomas ai, but only the parts that improved the mod, as well as pieces of my own ai that have sown to work



instead of listing bugs, i would like to know what the ai is doing worse in comparison to EF's default ai (ex: ai spamming engineers)
Thanks, I hope you have enough time for all this :-\. But you had a great advance stopping the soviet call-ins spam :D!
Title: Re: EF improved AI test mod
Post by: Jeff 'Robotnik' W. on February 11, 2011, 09:04:09 PM
from what people have been saying, it seems then that Azoomas ai mod while it did make some parts harder, it made other parts stupider.

im going redo the ai again from the beginning, but this time im not going to use all of Azoomas ai, but only the parts that improved the mod, as well as pieces of my own ai that have sown to work



instead of listing bugs, i would like to know what the ai is doing worse in comparison to EF's default ai (ex: ai spamming engineers)
Thanks, I hope you have enough time for all this :-\. But you had a great advance stopping the soviet call-ins spam :D!

i should have a release to test by the end of the weekend, and yes the soviet spam control i am definitely going to keep
Title: Re: EF improved AI test mod
Post by: 250.Inf. Div. on April 04, 2011, 07:47:01 PM
This new ai is infinity better amazing job,¿any future update?
Title: Re: EF improved AI test mod
Post by: Blackbishop on April 04, 2011, 08:55:01 PM
As you might see, robotnik now is part of the team, hence any further update will be included on EF's official release. I proceed to lock this topic, as it's no longer necessary besides being outdated.