Greetings,
let me give you guys a bit of info on my mod, what I changed and what is possible:
General idea:
All my changes are based around the normal AI. The idea is to make it more human like, use a wider variety of vehicles and make better use of each doctrine. In general every aspect of the AI can be adjusted, however the more detailed the changes are the more script-work needs to be done. My initial work focused on my Submod, thus the AI might behave quite differently with BK only, since the economics are quite different. (Less MP income, less upkeep, faster build times etc.)
Currently I am working on adjusting the AI for BK only. Within the next days I should have an initial version ready for you guys to test.
What I changed:
1. Buildorder
Each faction AI now has a specific build-order, customized for the specific tech tree. This improves the early game play and ensures that the AI builds the right units.
2. Secure Outposts
The AI now upgrades many more resource points and much quicker. Depending on the Skill, the AI will start upgrading after capturing 2-4 resource points. The emphasis is on Fuel -> Ammunition -> Manpower. While the AI will try to secure the points closest to his base first, there is some randomization too.
The Great thing about this is that the AI needs less cheating
3. More defenses
While originally the AI only build few and limited bunkers, it now use full range of BK buildings and emplacements. I noticed that especially for AXIS defensive doctrine and US Airborne, you can expect a lot of AA.
Even though I also improved the way the AI builds Artillery, I am still looking into how I can make the AI not to use the smoke barrage option, but instead the normal barrage. Tough nut to crack.
4. Squad AI improvements
The AI should now make better use of buildings and also Squad AI tactics. You will notice this in the way the AI seeks cover and remains there...
You should also notice now that the AI often moves with several units together. Tanks and infantry etc.
Another improvement is that the AI now retreats upon loosing 60% of a section. This way the AI more often is able to maintain the section by regrouping and replacing.... It is always easier to replace units within a section than having to rebuild it.
Later down the road I have plans for the AI to build trenches, barbwire etc, but for that I probably have to work on the maps it self.
5. Better resourcing
The AI should now make better use of it's resources. For this I have improved the state analysis and the strategy unit purchase settings.
6. More emphasis on Infantry
By improving the strategy build order, I have been tweaking the desire for the AI to build more infantry. With this I placed more priority on Mortar, Advanced units and AT.
Still more tweaking to be done.
Goals:
For game-play reasons I divided the AI into three sections, early, mid and late game. Within the early game I want the AI to focus on expanding control, avoid contact and capture/secure points. For the Midgame the AI should try to flank as much as possible, attack behind enemy lines and disrupt reinforcements, while gaining more control. The late game should focus on using heavy weapons to destroy defenses, overpower the opponent and destroying the base.
Unlike for SC2 CoH does not allow for an early game victory due to the heavy base defenses. Thus It appears to be the better approach to assert enough control over the map to overwhelm in the late game.
How can you help?
1. What are your prefered build orders for the early game, for each tech tree and faction ?
2. Test play my AI on various maps and give me your feedback.
- Maps heavily influence the AI, due to their AI markers.... On some the AI has good path finding, others it barely builds anything (will share some preferred maps later)
- Play 1v1 using easy/normal... AI
Later ideas:
- allow the AI to build mines
- Better use of Artillery
- More reactionary AI tactics
This should be enough for now,
Stay tuned for more