Question about an AI Pack with Fixes Mod

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Question about an AI Pack with Fixes Mod

Postby XenoInReno » 28 Oct 2015, 00:57

http://www.moddb.com/mods/total-mayhem1 ... ols-for-fa
That thing in question^

For the AI Fix it has this listed for the fixes:

-AIfix
Adds more AI's to the game.
Land AI spams land units, superb for massive land battles.
Fortress AI builds a huge load of defenses. Awesome!
more AI's ingame, just check it out.
Might cause some errors in log... not sure.

Fixes:

- Cheat option for AIx is now 1.4 times not 2 times speed. I find this is the optimal level to play against and be like a high level player without being too hard or unfair.
- Compatible with Sorians Cheat Options Mod.
- Build order improved to match community standard so a land factory is built first (unless full naval map).
- Will now go for more hydrocarbon spots and earlier in the game.
- Will not use larger map "Balanced" rush AI on 5km maps.
- Will not use "Naval" rush on 10km or less maps that are not island based.
- "Land" Rush will now at least build some T1 air units
- Doesn't over build T2 power and neglect other T2
- T2/T3 engineers don't head out to build distant mass ex's or build mass storage... that's a job for a t1 engineer!
- Added T2 PD and TMD for ACU defense at main base
- Land experimentals should now correctly select targets and not stay static
- Units guarding base don't go too far to attack units. This hopefully helps on maps with civs.
- Cybran AI will now produce Hoplites
- Fix typo for some PD items in expansion bases.
- Added TML, shields to T2 expansion bases.
- Scouts should use their cloak/stealth.
- AI was working on several major T4 projects at the same time. Should now only work on one at a time.
It should now only build one exp/gate/arty at a time.
- Shouldn't build T3 fabs until at least 3 T3 power gens due to new balance for fabs.
- Should now build/upgrade only one omni. Only really need one plus some T2 radar.
- Should only upgrade one radar at a time.
- Engineers heading to protected enemy mass points without a guard force. Will now send some guards.
- Mobile shields/stealth too common at T2, reduced to lesser percentage.
- Engineers should now be reclaiming more often.
- The AI Builds too many transports. Reduced to reasonable levels.
- Wont build too many air platforms when going for land units
- Should now produce the megalith.
- Changed GuardBase to not return to centre of base to prevent bunching of units
- Should build shields after other defenses
- Will now select Naval rush more often on large island based maps
- Improved CZAR behavior. Its beam wont fire all the time.
- AI will now build attack boats for Aeon
- Naval bases will not over build naval factories
- Commander will now run away sooner.
- Commander attack range extended. The ACU will now be play a bit more offensively.
- Commander wont leave so many items unfinished when defending base from attacks.
- AI should now produce percivals.
- AI will now self destruct mobile t1 units when it reaches the unit cap. This should improve long game sim speed performance.
- AI will now only kill a few T1 units when it reaches unit count
- AI will reclaim T1 once enough T3 power. Reduces base clutter and helps with unit cap.
- AI will now use custom AI plan on Setons Clutch to improve sim performance (select Rush or Adaptive)
- Added improve Tech AI plan for small maps
- TMLs should now launch correctly and have improved targeting of structures.
- Limited the number of expansion bases the AI can build. This increases long game performance significantly.
This is now based on the number of AI's and players on the map.
- Tweaked land expansion base sizes and engineers from Naval expansions. This also helps performance.
- Improvements to land platoon AI selection on island based maps to prevent bunching.
- Will not over build land units on island maps
- Naval platoons will now form and attack much sooner
- Naval units will now path correctly.
- Interceptors now return home after attacking.
- Interceptors will not attack partially completed planes.
- Added BuildManager Thread clean up to address sim speed issues (thanks to Sorian!)
- AI will now use transports more effectively on island maps.
- Fixed groups of stuck engineers.
- Expansions will now be built further away and closer to the enemy's base.
- Tweak adaptive AI tactic selection on 10km maps (now chooses between Balanced, Land Rush, Tech Rush)
- Added builder for Amphibious tanks for Naval AI
- Added tweak to the HuntAI that should hopefully stop it shooting into the side of hills.
- Wont build a Quantum gate too early.
- Reduced the max number of nuke lanchers.
- AI should build rader sooner.
- Commander should now assist experimental builds.
- Increase Novax priority for UEF and fix targeting.
- Allied AIs should no longer steal engineers (Thanks to Sorian for his EngineerManager fix)
- Commander will now use some upgrades such as gun and T2 engineering, shield, stealth, cloaking and regen field.
- AI will now cleanup platoon threads to improve simspeed
- Engineers will not travel in odd paths to reach close locations.
- Nuke subs will now use nukes.
- Added Air/Naval/Land AI types based on Rush AI sub types.
- Improved response to enemy experimentals
- Fixed firebase location finder
- AIBrain threads now destoryed when AI is killed. Improves simspeed.
- Turtle AI no longer stalls.
- T3 fixed arty now aims correctly and built more often
- Bombers will now attack land experimentals
- Fix factory manager to not start threads for duplicate factories
- Increased ASF priority
- Fatboys should no longer get stuck in the water
- AI now builds paragon.
- SMD now built sooner.
- Experimentals will now be supported by other units
- T3 bombers will now have fighter escorts
- The AI will now place shields, SAMS and power plants in better locations
- Support for custom units (as per Sorians thread).
- AI should rebuild better after losing its base
- Fix engineer capture bug
- Fix for AI sending empty transports.
- AI will now use Ghetto Gunships
- Includes NoTech AI that doesn't tech up at all.
- Includes Swarm AI that doesn't tech up til it reaches the unit limit.
- Includes a Null AI that does nothing.
- Increased engineering stations.
- Engineers will repair unfinished and damaged structures.
- Torpedo bombers now used by all AI types.
- AI will now use transports and experimentals on maps with no markers.
- Experimentals will group to attack at late stage of a game.
- Includes Fortress AI that focuses on defense only.

This is a mod from 2009. Are these fixes for the stock AI in FAF still relevant? Is it even worth using this mod? Or has the stock AI never been altered?
XenoInReno
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Re: Question about an AI Pack with Fixes Mod

Postby Crotalus » 28 Oct 2015, 09:43

Would have to compare these changes with FAF AI files to know if it's included or not. Generally speaking I think Sorian AI is better than the "vanilla AI" and this probably changes the original one.

Overall the FAF AI would probably need a pretty big overhaul, the code is somewhat messy atm.
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