Posted: Tue Aug 24, 2010 6:57 pm Post subject:
Great mod!!!!! (but not perfect, yet)
Subject description: AI problems
First, I want to say that I like this mod a lot, I think it's a lot funnier than vanilla C&C3 and more than that, I feel that it's the way that the game had to be, because I see a real connection with TS (that C&C3 didn't have) but not being a remake.
Well, I want to help, so I have to say also what I don't like about the mod, and it's the AI. When I play in a map with the mod enabled, against a hard enemy, I realized that it's a lot easier than doing the same playing vanilla C&C3. And I play a lot skirmish, but I don't know if it's different to play in a map or another, so if you want I can test the mod in various maps and give you feedback. QUICK_EDIT
C&C3 stock AI’s are a major pain in the ass to successfully modify. Even if it appears successful, the modifications almost always end up being responsible for late game instability. IE random CTD’s. However, since C&C3 utilizes adaptive AI, that particular aspect can be played upon for desired effects. For example, if you modify a weapon or unit to be very potent, with a high cost efficiency, the AI will favor that unit when creating teams. Conversely, give a unit ineffective weapons, or cost effectiveness, and the AI will rarely if ever construct it. So there’s room to play, but very little.
After finally realizing this limitation. Well, that’s my primary reason for abandoning work on this game. No matter what gets modified, added, edited, and tweaked, it’ll still be the same AI. _________________ Why worry about snakes in the garden when there's spiders in your bed. QUICK_EDIT
C&C3 stock AI’s are a major pain in the ass to successfully modify. Even if it appears successful, the modifications almost always end up being responsible for late game instability. IE random CTD’s. However, since C&C3 utilizes adaptive AI, that particular aspect can be played upon for desired effects. For example, if you modify a weapon or unit to be very potent, with a high cost efficiency, the AI will favor that unit when creating teams. Conversely, give a unit ineffective weapons, or cost effectiveness, and the AI will rarely if ever construct it. So there’s room to play, but very little.
After finally realizing this limitation. Well, that’s my primary reason for abandoning work on this game. No matter what gets modified, added, edited, and tweaked, it’ll still be the same AI.
I guess our real hope lies in the Community SDK when it's finished... QUICK_EDIT
Joined: 20 Dec 2008 Location: Front line between GDI and Nod...and EA
Posted: Tue Oct 26, 2010 3:11 pm Post subject:
Another critical problem is when the AI creates so many Harvesters that they gather around one single Tiberium Refinery to the point that a Harvester gets jammed inside, effectively cutting off money flow and severing any further attacks on the player and/or other opposing AIs... _________________ EA Apologizes
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