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You can use discord for more frequent feedback as well. I dunno if I want a ton of feedback going to DMs heh.
There is functionality to stop if AI sees any nearby engineers trying to repair, as far as I know it should work for repair stations, the issue is probably that vehicles drive past before ever getting an update.
Playing the same map I was playing when I said the AI were competently repairing their vehicles, I noticed that as soon as I began building Forward Repair Assemblies as the British the AI would send their damaged vehicles towards them but got stuck.
The AI doesn't seem to have logic to stop moving when within the radius of a FRA. I can sort of see what they're doing, though.. It's like when playing a shooter or something - you just don't stop moving otherwise you're a sitting duck. That's what the vehicles seem to be doing but within the radius of a repair station. However, the FRA does not have the ability to repair vehicles that are moving.
I'll need to try the U.S. with their version of a FRA on territory points to see if that works. If not, I'll try their Mechanized upgrade to make it an aura.
Finally I sent a friend request as to not spam the comments. :P I could also, instead, make a thread.
Playing another large map and the AI is competently repairing their vehicles. I think it may have been the map I was playing. It was a modded map and the AI vehicles would sometimes get stuck in weird places and just move around. I was going to post yesterday but wanted to test more.
The match I was just playing was also a modded map but behaved fine. About three hours in length and no hiccups.
However, I would like to point out another issue I noticed. Twice so far; first on an official map and second on a modded map. When an HQ building is destroyed, the AI won't repair it. On the official map we got one of the AI bases and they never wound up repairing it. Second was during this current match where they got my ally's HQ (just the HQ) and didn't repair it. I had to.
Still having fun with this mod. :D
This match was about an hour and a half and there were still lots of vehicles on both teams. It was a tug of war until my AI didn't have any combat-ready vehicles left and the enemy began winning because they had freshly built tanks. Once I began repairing all my allied tanks we began pushing back lost ground.
Currently, I didn't notice the AI actually stopping in the repair zones. They'd go to them and keep moving around, making it impossible for my FRSs to repair them, since they require the vehicles to be stationary.
The U.S. Mechanized upgrade to turn theirs into auras may work that way but not the British Heavy Armour.
I suppose I could try to make it more smart about it too, make it actually consider how often vehicles are in need of repairs, not just the amount of armor overall on the field.
I think in my testing I just never reach games that are that long or with that many vehicles.
It's not easy to make it go to repair stations, currently it just stops near them if it starts getting repaired by them.
The amount of repair units it buys is supposed to scale with amount of vehicles it has (if custom economy is enabled of course), and as far as I see in testing it really gets a lot of engineers towards the later stages.
I'm guessing the real issue here is that at some point vehicles also stop accomplishing much and just end up driving into a wall of AT over and over, so they basically need a repair crew on them non-stop...
In my match last night my three allies had clustered all their damaged vehicles/tanks in one location and I was forced to use five Royal Engineer sections to repair their vehicles to get back into the action. Yes, I saw the AI repair their own vehicles but not fast enough to account for the amount of damaged ones. Also, I kept having to chase the vehicles to repair them but idk if that's something that can be altered.
Is it possible to alter the repair script? Have vehicles actively seek out Forward Repair Stations, Repair Bunkers, and that U.S. Repair Zone? One of the areas the AI grouped their damaged tanks in is where I built a FRS but, because the AI kept moving their vehicles they wouldn't get repaired.
Thank you, glad you are enjoying it!
@Gen. Eisenhower
It means there was a scar error during loading. It's possible that your mod isn't updated, try going in-game and deleting it, then resubscribing. If that doesn't help, please send me your warnings.log after an issue occurs. It can be found in C:\Users\_\Documents\My Games\Company of Heroes 3
After I start the game and technically it is loaded, it will not go into the game. It just stays in loading screen. Last time I played this mod few months ago and this problem was appearing only when i set up AI personality. When I stopped doing that everything was fine. I came back lately to this mod, made set up that worked and this time it will not get me into the game. Someone know how to fix this?
I love the idea of Passive Commander Mode, both being able to control my units and being locked out. I love that I focus on production and research while the AI manages combat - it's so much fun!
I love battles that take hours to finish because that's my pace and this allows them to be dragged out AND interesting. I see infantry build some sandbags and barbed wire in front of them, FACING the enemy. I see them laying mines and placing bunkers and upgrading them. Units are more careful with their team weapons and re-crew them frequently. Artillery is dangerous now.
This fixed Company of Heroes 3 for me. Matches were too short.. With this mod, matches remain interesting and can go on for a while. This current match has been two and a half hours and we've been at the Allies' doorstep for about an hour.. they continue shelling our forward positions and making it difficult to move armour forward.
This mod is excellent. Thank you!
In default (non-extra-settings) mode, it means increases/reductions of income and other bonuses. On extra settings it only adjusts AI's capability to avoid enemy abilities. There's nothing multiplicative going on. This behavior is the same for normal AIs too.
Reiterating - it's just choosing the difficulty of all the AIs that replace the players.
I do notice something happening in this mod though. As another player provided below that the AI would see in the fog of war. I think the AI somehow know where your bunkers are even without line of sight. I'm doubtful of them having line of sight on the units themselves but buildings I think there is some weird special case going on where they seem to have vision of your buildings. I'm going to continue testing this and I'm going to purposely build something in a deep corner of the map and see if they arty it.
I tried searching the comment section for this specific issue, I have no problem with AI countering me being static by spamming indirect fire, but I think the AI actually have perfect vision of you because their shot hit 70% of the time, maybe more with little to no scatter, this happened more than once, they bombard my unit that I am sure 100% behind fog of war, but their hits have no scatter at all which led me to believe they have vision cheat
Changes:
- Patch 2.1.5 support.
- Fixed issues where infantry might get stuck idling when close to enemies but behind shot blockers.
- Reduced importance of barraging base defenses.
It sounds pretty much just that you've not chosen high enough difficulty / resource bonuses.
COH is a very snowbally game, and since AI doesn't know how to fully utilize tech swings and make more risky plays if it falls behind, it can often feel that it becomes very weak very fast, finding the correct difficulty is quite important.
Personality does modify it, but not by a crazy amount, for the most part it changes unit compositions that AI goes for.
All types should be more or less aggressive, and none of the types have the capability to truly only focus victory points. There are multiple systems which make AI focus victory points in various ways, but it's not going to do it quite as much as a human would in some situations. It tries to maintain a wide frontline, keeping territory as well as VPs.
I agree!!!!! His mod is great and I only play with this one.
He's great.
Thanks to him.
- Adjusted some ability avoidance parameters to make AI react slower.
- Minor adjustments to AT vehicle safety as they were idling very often with new in-combat functionality.
- Updated global received accuracy slider description.
Changes:
- Reworked logic for units changing their task. AI will reevaluate unit tasks more often, with more precision and change them more aggressively.
- AI will issue a facing command when moving to their tasks (will allow for taking cover better).
- Implemented functionality for AI units to enter in-combat state before receiving any damage or firing at the enemy. This should result in much more consistent behavior as units approach the enemy, better unit preservation, improve cases where AI always stops due to attack move as it enters combat.
- Vehicle prioritization functionality updated to make AI turn off prioritization faster in some cases where it no longer has valid vehicle targets.
AI generally tends to always get heavier vehicles because there's really not much downside to that and I want it to use all of its resources (so spending fuel). Of course the downside is if it's like a chokepoint map where it just feeds the vehicles... Maybe one day I'll address that but yeah.
There's a lot to that stuff, I'm trying to make sure AI uses pretty much all units that I've implemented at least in some situations.
The numbers are kinda magic, it's really hard to balance them or know precisely how they work together, so it takes a long time to truly figure out great balance, but yea I've not been tweaking them too much for a long while now, I am pretty happy with where things are.
Some of the numbers don't scale linearly such as how it scales its AT defenses and especially how it counters the first potential enemy armor.
Maybe something people won't expect is that there's an archetype for rushable units, so in some cases it will just opt to rush the defensive setups, and of course especially stuff like snipers.
The ability avoidance timing is something I have to define by hand, so I am guessing halftrack barrage numbers aren't setup correctly. Needless to say it's pretty annoying to choose those numbers well because it's hard to account for barrage distance. I'll take a look.