Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Shiggythor on June 05, 2011, 06:10:49 PM

Title: [1.4] AI
Post by: Shiggythor on June 05, 2011, 06:10:49 PM
Hi,

Just wanna give a feedback and some suggestion to 1.4 AI

SU:
SU AI now seems just too spam there doctrinal units. I had games vs. 3 SU where i saw 0 T34 in 2h.

Propagnda-strategy is just spamming naval infantry (and Katushas later). Nothing else. Sometimes not a single vehicle in a whole game. While it is sometimes fun to fight just inf vs inf, it is far too easy to beat if you use vehicles.

Urban Warfare is spamming far too much KV-2 and SU-122. You can easily counter a KV-2 (SU-122) with circeling, but try this vs 5 KVs^^. Even with the same amount of "Animals" you will have heavy losses. I guess hardcapping KV and SU to 2 on field won´t hurt anyone in PvP, but making UW much less annoying and forcing AI to build more balanced Armys.

Breaktrough is the best (not meant as "strongest") SU AI atm, but they are now using maany SU-76 while they used (as all russian AIs) T-34 in 1.3. This means they are stronger vs Tanks but can do few vs Inf.

So, pls Devs make SU AI build more versitale armys again. (And hardcap KV^^)

Wehr AI now really spams less Pumas.... They spam Stugs now. Its quite ok for stugs, but if they use Geschuetzwagen (the reward unit, dont know what its called in english), half of their armys are those things, which is quite useless vs Inf-spamming, leaving the AI quite chanceless. Maybe it is possible to make them spam Pz IV and Grens if they need to spamm anything.
Title: Re: [1.4] AI
Post by: Jeff 'Robotnik' W. on June 05, 2011, 06:41:25 PM
thanks for the feedback ill look into it
Title: Re: [1.4] AI
Post by: RedGuard on June 05, 2011, 08:05:10 PM
yeah every faction seems to spam doctrine units once they lose the upper hand

and wehr has a weird tendency to spam tier 3
Title: Re: [1.4] AI
Post by: cephalos on June 05, 2011, 08:44:59 PM
well, I'm quite fan of spamming one type of unit.... robotnik, is it possible to implement limit of call-ins ONLY for AI?
Title: Re: [1.4] AI
Post by: CrimsonDragoon on June 05, 2011, 09:51:39 PM
well, I'm quite fan of spamming one type of unit.... robotnik, is it possible to implement limit of call-ins ONLY for AI?
Yes. It no good, if I can not use many partisans becose AI spams them. When I play wehrmaht no limit for stormtroopers
Title: Re: [1.4] AI
Post by: Shiggythor on June 05, 2011, 10:12:39 PM
the only Unit that really needs a hardcap imho is the KV-2/SU-122. For all others, the same fix that seem to work for Puma should be enough. A hardcap on Storms or marine-inf would actually quite stupid as they are meant as standart units and would strongly change the PvP balance
Title: Re: [1.4] AI
Post by: Paladin88 on June 06, 2011, 03:25:14 AM
Well actually wouldn't the simple thing to do is allow AI to still finish what they were building in the production. I.e. Strelky will finish even though they did upgrade red banner Strelky. If you did that it may allieviate some problems.

Hardcapping of some units may be O.K. (I mean all call-in arty is hardcapped, really, so why not KV 2 and what not?)
Title: Re: [1.4] AI
Post by: Raider217 on June 06, 2011, 06:22:13 AM
One thing ive noticed is that the AI has no idea how to use Hummel's, it continuosly locks them down then unlocks them before finally firing a shot and cancelling the rest of the barrage.
Title: Re: [1.4] AI
Post by: Mad hatters in jeans on June 08, 2011, 08:04:10 AM
while on topic of AI i'd like to mention the British ai is still struggling with very basic stuff.
they seem rather easy to beat. i played wehr vs soviets and had a tough time (norm diff) got beaten badly.
played wehr vs Brits and it was considerably easier.

apart from the usual poor truck placement they don't use armour effectively, or spam call-in churchills. few emplacements constructed, and usually in poor location as well.
Title: Re: [1.4] AI
Post by: Paladin88 on June 08, 2011, 08:21:39 AM
The brit AI is always going to be f**ked because they rely on mobile CTs to hold the points. I reckon what they should do is let the AI Brits build Observation posts and leave all trucks in the base. There no more problem... I think
Title: Re: [1.4] AI
Post by: tintin2 on June 12, 2011, 06:55:25 PM
 All AI factions have a 40% chance of using non call-in reward units.

The wehrmacht spams geschutzwagens aswel when they choose for them.
Title: Re: [1.4] AI
Post by: Dann88 on July 10, 2011, 02:48:17 PM
Maybe there is another way, can the dev create the "AI factions"? Only "AI factions" is being hardcaped call in unit, it's not a shortcut but somehow it could fix the spamming problem.
Title: Re: [1.4] AI
Post by: pariah on July 10, 2011, 04:42:50 PM
This has already been fixed, stavka. ;)
Title: Re: [1.4] AI
Post by: Otto Halfhand on July 10, 2011, 05:02:49 PM
THe AI spamming issue has apparently been solved. All hail Robotnik!
I think we need to see how things work before crying HardCap.

Well actually wouldn't the simple thing to do is allow AI to still finish what they were building in the production. I.e. Strelky will finish even though they did upgrade red banner Strelky. If you did that it may allieviate some problems.
I still haven't gotten a pipeline working for COrsix, but Iv'e noticed the different build_order files for the various AIs. It may be that close scrutiny of the boolean logic (if , or, else, etc; statements), might reveal a workaround to prevent an upgrade from being Queued while a unit that would benefit from the upgrade is in production. Does that make sense Robotnik?
Title: Re: [1.4] AI
Post by: pariah on July 10, 2011, 05:07:30 PM
Why can't you just make it work like Increased Squad Sizes?
Title: Re: [1.4] AI
Post by: GodlikeDennis on July 10, 2011, 05:35:53 PM
Because squad sizes affects existing squads. The Soviet production stopping is a result of the upgrade disabling the basic unit and allowing the construction of a completely different unit. So tank hunters aren't affected by the bug because the squad just receives a weapon but shock guards in 1.4 will get stuck at 100% because it is an entirely different squad. The unit in production is "Guards" but the upgrade changes production to produce a "Shock Guards" squad.
Title: Re: [1.4] AI
Post by: pariah on July 10, 2011, 05:45:49 PM
Oh alright, thanks. So why not just disable the building of those units when the upgrade is in progress, and vice versa?
Title: Re: [1.4] AI
Post by: Blackbishop on July 10, 2011, 09:13:40 PM
We cannot stop queued units.
Title: Re: [1.4] AI
Post by: pariah on July 10, 2011, 09:40:40 PM
No, i meant disable the button, so they can't be queued.
Title: Re: [1.4] AI
Post by: Otto Halfhand on July 10, 2011, 10:20:45 PM
The human player can abort  unit production by clicking on the queue. THere must be a Function to allow this , call it FCN(oops). Similarly there will be a FCN(deploy) that allows a newly created unit to appear on map when the build timer runs out (t=0).
THe code should read something like:
110  IF(t=0,deploy,continue to build)
Assuming the AI can access FCN(oops), changing the conditional statement to
110 IF (t=0 And fcn(upgrade in progress)=TRUE, oops,deploy,continue to build)
Title: Re: [1.4] AI
Post by: DACV on July 30, 2011, 04:34:27 PM
Hope this is the right area for what I am asking.
I had played the first or second release of this mod and liked it.
I only play skirmish against AI.
The soviets really put out the troops and tanks but this last release I only see troops ,one match was against naval soldiers only, and have not seen any tanks except what I think is a call in unit.
Either way it is very boring even on the highest AI setting and i can win a large map in no time at all if i want to play that long since there is really no action.

Have I done something wrong or is this supposed to be like this?
Title: Re: [1.4] AI
Post by: pariah on July 30, 2011, 04:38:50 PM
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.
Title: Re: [1.4] AI
Post by: Cranialwizard on July 30, 2011, 06:01:46 PM
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.

Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.
Title: Re: [1.4] AI
Post by: Max 'DonXavi' von B. on July 30, 2011, 06:17:03 PM
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.

Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.
Is it included in your internal balancer version yet?
Title: Re: [1.4] AI
Post by: Cranialwizard on July 30, 2011, 06:18:00 PM
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.
Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.
Is it included in your internal balancer version yet?
I believe so. I don't play against the AI so much but last I checked I've not seen any soviet doctrinal spams.
Title: Re: [1.4] AI
Post by: Max 'DonXavi' von B. on July 30, 2011, 06:23:05 PM
Thanks for the info, I'm eagerly awaiting a working AI in EF (not that I'm a compstomper, but from time to time playing against AI is necessary because of relaxation). :)
Think your post is messed up though.. :P
Title: Re: [1.4] AI
Post by: Cranialwizard on July 30, 2011, 06:27:47 PM
Thanks for the info, I'm eagerly awaiting a working AI in EF (not that I'm a compstomper, but from time to time playing against AI is necessary because of relaxation). :)
Think your post is messed up though.. :P

Well that's odd. Let me repost that.