Harder AI for single player, how?
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Dude222
- New user
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Harder AI for single player, how?
Playing single player on hard is too easy for me, is there AI mod that can make single player AI harder?
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Buginator
- Professional

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Re: Harder AI for single player, how?
Try the other AI. Aivolution.
I also suggest you play with one of the nightly builds, the path finding is a bit better in those, than 2.1 beta 5.
I also suggest you play with one of the nightly builds, the path finding is a bit better in those, than 2.1 beta 5.
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Zarel
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Re: Harder AI for single player, how?
Are you talking about the campaign or skirmish? I don't think it's possible to change the campaign AI.
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Chojun
- Regular

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Re: Harder AI for single player, how?
Yes, it is possible.
However, it'd be a lot of work since the campaign AI doesn't use a generic AI file like the skirmish/multiplayer AI does. The campaign AI is hand-tailored to each level.
However, it'd be a lot of work since the campaign AI doesn't use a generic AI file like the skirmish/multiplayer AI does. The campaign AI is hand-tailored to each level.
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whippersnapper
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Re: Harder AI for single player, how?
+++
i had the same question Zarel posed - campaign or skirmish ? so i'll answer both.
campaign - the easiest way to make it harder is to lower timer limits in the scripts by 25-50%.
skirmish - get permission from NIKER to use the latest iteration of his NON-cheating 'Become Prey' a.i. it is so
tactically and strategically optimized to take advantage every single weakness in wz's gpms that all you folks who
find your current a.i.s laughable easy will be hard-pressed to prevail without forming an alliance with at least one of the a.i.s... and forget about t1 truck rushing... ain't gonna work one on one.
i had the same question Zarel posed - campaign or skirmish ? so i'll answer both.
campaign - the easiest way to make it harder is to lower timer limits in the scripts by 25-50%.
skirmish - get permission from NIKER to use the latest iteration of his NON-cheating 'Become Prey' a.i. it is so
tactically and strategically optimized to take advantage every single weakness in wz's gpms that all you folks who
find your current a.i.s laughable easy will be hard-pressed to prevail without forming an alliance with at least one of the a.i.s... and forget about t1 truck rushing... ain't gonna work one on one.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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Dude222
- New user
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- Joined: 22 Oct 2008, 19:22
Re: Harder AI for single player, how?
Yes i speak of single player campaign.
What times limits doing, i think just making campaign AI production faster i think will do it for me since they smart enough.
I am not really scripter can someone edit nececeary files and upload em somewhere, i use v 1.10 official updatewhippersnapper wrote:+++
i had the same question Zarel posed - campaign or skirmish ? so i'll answer both.
campaign - the easiest way to make it harder is to lower timer limits in the scripts by 25-50%.
What times limits doing, i think just making campaign AI production faster i think will do it for me since they smart enough.
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whippersnapper
- Regular

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- Joined: 21 Feb 2007, 15:46
Re: Harder AI for single player, how?
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don't hold your breath on that one. it's a lot of work, especially dealing with the original .wdg format. if you ran the WRP version even someone who is not a scripter could do the tedious work involved which is making slight changes to all the spawning cycle scripts. i dare say all in the community who are active and can do this are already up to their necks in project work. your best bet i think is to open up the WRP ver Cam scripts, study em, and ask some questions... it's not really hard to learn...but takes time to do... and time is what folks active have little of to spare.
don't hold your breath on that one. it's a lot of work, especially dealing with the original .wdg format. if you ran the WRP version even someone who is not a scripter could do the tedious work involved which is making slight changes to all the spawning cycle scripts. i dare say all in the community who are active and can do this are already up to their necks in project work. your best bet i think is to open up the WRP ver Cam scripts, study em, and ask some questions... it's not really hard to learn...but takes time to do... and time is what folks active have little of to spare.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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Buginator
- Professional

- Posts: 3285
- Joined: 04 Nov 2007, 02:20
Re: Harder AI for single player, how?
Buginator wrote:Try the other AI. Aivolution.
I also suggest you play with one of the nightly builds, the path finding is a bit better in those, than 2.1 beta 5.
Hmm... sorry about that, I missed the single player part. You can't use AIV with that.
I do have a fix that makes it harder, but I haven't tested it that much yet. I got side tracked.
You should also be using 2.1 branch (...meh) or trunk for better AI, since on b5, the AI has issues.
and it ends here.