Company of Heroes 2

Company of Heroes 2

Zycat AI
Zycat  [开发者] 2021 年 8 月 28 日 上午 9:47
Wishlist
Highest priority - Commander, Bulletin, and Skin loadout edit.
All - Mine usage. [DONE - Only singular mine, no minefields though]
All - Better teamwork between squads.
All - Save resources for better play. No solutions.
USF - Pack Howitzer usage. [LIMITED solutions, A.I always stops.]
UKF - Build mortar pits. And only mortar pits. [DONE]
Ostheer - Build a medical bunker in base. No solutions found currently. [WORKAROUND - upgraded one of the starting bunkers to a medical bunker with the cost of normal bunker + the medical upgrade]
Oberkommando - More control over what building gets build. Currently it's rather random which one it will go first, Battlegroup or Mechanized. [LIMITED solutions - most likely affected by total utility of produced units and since Battlegroup has IR halftrack which effectively has zero utility according to the A.I because it has no weapons, it is not built as often. Also seems like Battlegroup has limited time window, over x minutes it will only build Mechanized, more likely to be remnants of the original "timed sws truck" design of OKW]
最后由 Zycat 编辑于; 2022 年 2 月 15 日 下午 7:26
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正在显示第 1 - 15 条,共 57 条留言
Dar 2021 年 9 月 13 日 下午 12:20 
Hey Zycat, whenever you want the AI to build something it doesn't usually want to build, give that entity a dummy MG on the hardpoint 1, and upon construction remove or switch that dummy weapon. The AI loves MGs and will build that thing everywhere, so be sure to give it a limit. Works on everything from mortar pits to mine fields, no SCAR needed.
Zycat  [开发者] 2021 年 9 月 13 日 下午 4:10 
引用自 Dar
Hey Zycat, whenever you want the AI to build something it doesn't usually want to build, give that entity a dummy MG on the hardpoint 1, and upon construction remove or switch that dummy weapon. The AI loves MGs and will build that thing everywhere, so be sure to give it a limit. Works on everything from mortar pits to mine fields, no SCAR needed.

Yeah well the problem is I'm not touching any of the ebps and sbps that the player can build to preserve future compatibility with Relic patches, although I definitely can use the knowledge for something else like mines. I'll look into it more though, thanks.

I actually managed to get the A.I to build mortar pits more by disabling the Forward Assembly for the A.I.
最后由 Zycat 编辑于; 2021 年 9 月 14 日 上午 12:18
Zycat  [开发者] 2021 年 9 月 16 日 下午 9:40 
Weapon Rack, Grenade, and Build order related woes are now fixed! Yay. Finally figured out how to do it.
CoarmiuS 2021 年 11 月 13 日 下午 12:44 
Love this mode so my big thanks for at least fixing brit AI.
But I have a question: UKF AI never take brens on sections. USF for exemple sometimes takes bars for riflemans but UKF never use they lmgs.
You think adding this is even possible?
Zycat  [开发者] 2021 年 11 月 13 日 下午 4:21 
Ah yes, I haven't found a solution for those also. I tried many things and none seems to influence how the A.I picks up weapons from weapon racks.
DREDNOUT_571 2021 年 12 月 15 日 上午 12:37 
Hello. My friend and I played with your mod. The AI ​​works well, but the expert seems too simple to us. We just take fuel and the AI ​​loses. Could you make a version where the cheating resource increase will return?
Is it possible to somehow limit abilities, where AI uses abilities with multiple FX, smokes? Powerful PC has low fps.
Zycat  [开发者] 2021 年 12 月 16 日 上午 2:36 
The A.I uses standard resource gains (no change in the amount), so I'm not sure what you mean by cheating resource.

I already toned down the smoke, I think I'll tone down it further perhaps.
DREDNOUT_571 2021 年 12 月 16 日 上午 9:40 
Thanks for work with smoks. I'm talking about ai_settings->default_skirmish_hardest->skirmish_settings->resource. Resource gain multiplier for ai. Can be increased from 1.5 to 2.0?

I started making my own ai. I adjusted the realistic behavior of the infantry and vehicles. But I don’t know yet where to edit the max number of units of one type, the priority of creating a type of units, taking a free weapon. Can you tell?
I tried resource value x10)) It was tough))
Zycat  [开发者] 2021 年 12 月 16 日 下午 6:53 
No, I will not adjust resource multipliers at all. It is one of my A.I's "features" to not cheat anymore than the original A.I.

Max number of units and priority are in ai_economy. Taking a dropped weapon is on ai_squad.
DREDNOUT_571 2021 年 12 月 20 日 下午 12:44 
Hi One more question again, please))
In ai_economy, what's the difference
per_unit_scale
and per_unit_scale_historical?
Can I make the AI ​​never create any type of unit?
ai_squads contains only the spawn rate for vermaht and soviet. What about the other factions? Can i manualy input?
Zycat  [开发者] 2021 年 12 月 20 日 下午 8:06 
per_unit_scale is the amount of "utility" lowered per unit in the field (not counting destroyed units)
per_unit_scale_historical is the amount of "utility" lowered per unit built in the entire match (counting destroyed units).
They're both multiplicative of the set utility (remember utility is modified by internal combat value algorithm of the A.I also, it's also settable.)

Yes you can, set the utility to 0 and both unit scales to 1.

Yes you can manually input. Otherwise it takes the default values that you can set.
最后由 Zycat 编辑于; 2021 年 12 月 20 日 下午 8:06
DREDNOUT_571 2021 年 12 月 22 日 上午 2:53 
Hello again. Can you help me with some more questions? Can I choose to customize commanders for AI? Can I customize what buildings the AI ​​builds? How do I set up OKW to build a base near HQ?
Zycat  [开发者] 2021 年 12 月 22 日 上午 3:31 
1. No you can't customize loadouts and commanders at all.
2. Meaning? I don't recommend skipping tier buildings as they can bug out.
3. ai_settings file -> skirmish_settings -> capture -> forward_base_setup_at_hq set to True.
DREDNOUT_571 2021 年 12 月 22 日 上午 4:05 
2. I would like to say about the protective structures ml20, b4, flak nest. AI uses them badly, I wanted to turn them off. Don't customize?
Zycat  [开发者] 2021 年 12 月 22 日 上午 4:11 
ai_economy -> default_defensive_structure_utility
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