Bryan Quigley
c08ddb61b3
Better Naval AI
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I noticed even on a naval only map, the naval AI doesn't necessarily beat a Normal AI. This makes it much more likely that it will.
- Drop number of ore refineries and ore trucks. As Naval AI is mostly suited for islands I haven't found a map that really needs as many as the other AIs.
- Reduce number of ground based base defenses - and delay Tesla coil a lot.
- Reduce number of migs as yaks more useful if they just get blown up.
- Add Flak trucks and v2s for base defense for Soviet
- Add Jeep and Arty for base defense for Allied
- Add delay for building ore truck so now chance of building one first from War Factory
- A service depot is not useful for this AI except for building an MCV so delay it a lot.
Tested with Ukraine and Germany and can consistently beat normal on island map.
2023-09-07 17:00:04 +03:00
Gustas
3ecb267594
Delay AI's radar dome
2023-08-10 19:06:57 +02:00
Matthias Mailänder
2744b44d93
Move mine layer AI to common and polish.
2023-08-08 18:15:42 +03:00
dnqbob
2b0afd6acb
Add MinelayerBotModule
2023-08-08 16:15:43 +02:00
Matthias Mailänder
943751547e
Don't hardcode enemy aircraft ignorance.
2022-12-25 22:24:57 +01:00
dnqbob
013ec52108
Unhardcode defenses in BaseBuilderBotModule
2022-08-03 11:22:59 +02:00
Matthias Mailänder
f44a2ea9a3
Fix formatting problems.
2021-12-05 13:17:32 +01:00
Matthias Mailänder
5eaba4f893
Unhardcode AI defensive priorities.
2021-12-05 13:17:32 +01:00
Matthias Mailänder
e82aa9977e
Unhardcode AI air units and exclude scripted aircraft.
2021-12-05 13:17:32 +01:00
Punsho
37325dbfc7
Reskin Hind with Black Hawk sprite
2019-07-13 01:10:30 +02:00
reaperrr
b2649749d9
Enable harvester replacement in official mods
2019-01-06 08:39:45 +01:00
reaperrr
63f76fc277
Exclude dogs from bot squads in RA
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This prevents bots from using their up-to-4 dogs in attacks.
Bots aren't good at using them effectively, so they're better as passive defense
against infantry attacks or spies/engineers sent by human players (and maybe later bots, too).
2018-12-31 16:15:03 +00:00
reaperrr
7ccfe0d2e7
Move up GrantConditionOnBotOwner in AI yamls
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Right below the bot traits is better for readability than between modules.
2018-12-31 16:15:03 +00:00
reaperrr
d179f6eaae
HackyAI dissolve update rule and yaml updates
2018-12-31 10:56:01 +00:00
reaperrr
9914848356
BaseBuilder- and BuildingRepairBotModule update rule
2018-12-19 21:50:54 +13:00
reaperrr
451a38338b
Convert AISupportPowerManager to module
2018-11-25 19:00:44 +01:00
reaperrr
67cba65800
Fix bot module plumbing
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Fixes the issues pointed out after the original harvester module was merged.
Also merges the update rules as discussed on IRC.
2018-11-24 11:05:37 +00:00
reaperrr
74fa8752c9
Revert granting condition from HackyAI
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In favor of using GrantConditionOnBotOwner.
Updated update rule and shipping mods accordingly.
2018-11-09 23:45:24 +01:00
reaperrr
927b6cd561
Convert AIHarvesterManager into *Module
2018-11-04 01:11:00 +01:00
reaperrr
04c69efc30
Prepare HackyAI for module support
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- Split order handling to BotOrderManager
- Make HackyAI provide a condition
- Move BotDebug to AIUtils
2018-11-04 01:11:00 +01:00
SoScared
3f9fde8855
Tweak AI excess power and unit production
2018-09-13 17:01:23 +02:00
SoScared
024722a96c
Enable airfield for AI as Ukraine
2018-09-10 03:45:59 +01:00
Paul Chote
cce9b06a40
Move SupportPowerDecisions to a single parent node.
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This is required before we can force all trait
properties to match a TraitInfo-defined field.
2018-06-15 17:24:00 +02:00
reaperrr
4f651c2f88
Remove HarvesterInfo look-up from HackyAI
2018-04-06 20:16:36 +02:00
reaperrr
de47d570d5
Prevent RA AIs from building too many (advanced) power plants
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While scaling minimum excess power with base size to make sure they don't build too few, either.
2018-02-27 19:47:00 +01:00
Forcecore
8027bed6b2
Separated ship squad from ground unit squad
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Just like aircrafts are independent from ground squads.
2017-09-13 23:31:26 +02:00
Paul Chote
96a1c8d54b
Update internal ra/cnc/d2k/ts bot types.
2017-07-07 21:31:45 +01:00
Paul Chote
b0906e1836
Add a bot type identifier.
2017-07-07 21:31:45 +01:00
Mustafa Alperen Seki
4187a69904
Remove afld and hpad from Rush AI's Production: list
2017-06-14 18:26:18 +02:00
abc013
0f1146a067
Changed the Naval AI to build Service Depots
2017-01-07 14:07:08 +01:00
Oliver Brakmann
7e6488c522
Remove AI capturing from TD and RA
2016-12-17 20:53:31 +00:00
Oliver Brakmann
d340f864ec
Remove medics and mechanics from RA AIs
2016-12-17 20:53:25 +00:00
Mustafa Alperen Seki
a2933808cc
Make Rush AI don't build Helipad/Airfield
2016-10-12 14:43:36 +02:00
Mustafa Alperen Seki
c53a1cb0bc
Limit Barracks counts for Naval AI.
2016-10-12 14:43:09 +02:00
Mustafa Alperen Seki
6bbca7ef0e
Make AI Build Gap Generator
2016-10-12 14:42:24 +02:00
Zimmermann Gyula
028edc8051
Update Red Alert AI.
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Increase land AI infantry percentages.
Add medic and mechanic to Normal and Turtle AI.
Limit Engineers at Rush AI.
2016-08-12 14:38:49 +02:00
Taryn Hill
4e4676036f
RA: Add capturing to Rush AI
2016-08-10 19:06:24 -05:00
Paul Chote
4f1d8b7ac9
Remove spurious final newline from mod files.
2016-01-02 20:06:53 +00:00
abcdefg30
1a269d0f2e
Fix the rushAI building spens/syrds without being able to build naval units
2015-11-21 20:29:28 +01:00
Zimmermann Gyula
11c5144cb4
Restore AI kennel usage, limit AI harvesters and dogs.
2015-09-01 23:32:22 +02:00
Matthias Mailänder
0ba54b425e
Merge pull request #8759 from reaperrr/ai-bldgcheck
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Improved AI BaseBuilder
2015-07-28 22:32:21 +02:00
reaperrr
ed1a55df83
Fixed AI soviet paratrooper target evaluation so it doesn't always fail
2015-07-28 19:26:43 +02:00
reaperrr
5f9834d250
Shifted Turtle AI priority more from adv. power plants to defenses
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This will work better once #8759 is merged (due to improved low power check).
2015-07-28 17:05:20 +02:00
reaperrr
793a9e4f20
Disable dog kennels for AI
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I saw the AI build kennels early and waste cash on an army of dogs quite a
few times, putting that AI at severe disadvantage.
2015-07-28 17:04:05 +02:00
reaperrr
e1ef6967f6
Sniper isn't buildable anymore
2015-07-27 16:00:53 +02:00
reaperrr
65a6489ef1
Avoid consecutive attempts to build naval structures
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If not enough water space can be found inside the base perimeter, stop the AI from trying to build naval production buildings permanently until it deploys another construction yard.
If enough water is available within the base perimeter, check whether any
building that provides buildable area (for adjacency) is close enough to
water, otherwise don't even start producing this naval structure.
2015-07-27 13:28:05 +02:00
reaperrr
27ffd4967a
AI base builder power tweaks
2015-07-07 22:22:59 +02:00
reaperrr
9594dd7e30
RA AI cleanups
2015-07-07 22:14:30 +02:00
Paul Chote
8483152a3c
Merge pull request #8222 from Mailaender/water-troopers
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Fixed the AI not avoiding boats when searching for viable paradrop targets
2015-05-24 12:54:48 +01:00
Matthias Mailänder
add0cc565a
don't paradrop units near boats
2015-05-23 16:05:56 +02:00