Observations of 2.1 AI

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Nyme
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Observations of 2.1 AI

Post by Nyme »

Please, no tl;dr comments. Don't post if you don't want to read.

When I first played 2.1, I thought that the AI was powerful. In fact, it seems to be more powerful than in the earlier versions. After my first game, however, I discovered the truth.

After installing 2.1 I have played three pretty long games against the AI on different maps, all "start with bases"-option (T2 or whatever you pros call it). In the beginning and especially on a small map (Rush), it does pretty well in early expansion and harassment attacks. This, however, ends too soon. When I get a decent defensive line up, it still continues to throw 3-6 tanks against it.

A much larger mistake is that the AI only focuses against my main base. For example, on Valley (a 4 player map) I played against just one AI, with the slider at ~75%. The AI started lower left and I started upper right. A few minutes into the game, I could take the open player spots, with 6 oil spots each. I was thus producing energy about three times faster than the AI. But no reaction. The AI kept throwing small attack forces against my main base. It took the centre and filled it with bunkers, but then practically stopped. It never seriously tried to get the two other spots, even when I only had some MG bunkers and later a pair of cannon hardpoints.

In that game, I had a number of artillery pieces. Usually, the AI attacks stopped when the artillery damaged the tanks to 50% and then they retreated. The AI could have had a CB sensor and some artillery of his own, but no! Only regular sensor towers and a few mortar pits in his central bunker cluster.

Even more comical was that the AI had a huge mob of cyborgs. His error with these was that he didn't use them. He just kept them in his base. Also, I laughed when I saw this (sorry for bad res):

Image

That's some 10 repair facilities he had. I wonder if the AI ever used more than two or three, if his tanks survived my artillery.

Of three maps I played on, the AI did best on the smallest, Rush. On Great Divide I massacred it with VTOLs (didn't build more AA than 2-3 in his base, instead he built some repair facilities). On Valley, I hopelessly out-teched him. On Rush, I eventually out-produced him, as it was my first game and I didn't do very well myself.

Any AI mods available?
elio
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Re: Observations of 2.1 AI

Post by elio »

yes, aivolution from troman, should be included in 2.1 game

you'll find more information by browsing through the forums

on windows: there should be a shortcut in your start menu
on linux: type in the console warzone2100 --mod=aivolution.wz
on mac: i don't know

regards
elio
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Black Project
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Re: Observations of 2.1 AI

Post by Black Project »

A thing which i hate the AI 2.1 is the VTOL Branch, i play T1 no bases, they get VTOLs factories about in 15 minutes, and 30 minutes they start attack with VTOL, too bad they don't build defenses at their derricks and don't research all research topics, which make them easy to defeat them on the ground.

They only build defensed if you play T1 with advanced bases or higher tech level
Per
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Re: Observations of 2.1 AI

Post by Per »

I wish someone would start playing around with the AI and post patches to improve it. The only developer who actively worked on the AI was Troman.
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Phoenix666
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Re: Observations of 2.1 AI

Post by Phoenix666 »

Next error is limits of repair facilities

as i know max is 5

but CPU can build more than 20
also CPU is cheater

(i will post screenshot with RF later)
Nyme
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Re: Observations of 2.1 AI

Post by Nyme »

Phoenix666 wrote:Next error is limits of repair facilities

as i know max is 5

but CPU can build more than 20
also CPU is cheater

(i will post screenshot with RF later)
Yep, it has 10 facilities in my screen above, and possibly had more outside the picture. For no other base structure it does that, it always has only 5 factories, research centers etc.
Per
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Re: Observations of 2.1 AI

Post by Per »

Please make a bug report ticket in Trac about the repair centres.

(Seriously people, if you want bugs fixed, that is pretty much the only way. Forum posts are quickly forgotten.)
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lav_coyote25
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Re: Observations of 2.1 AI

Post by lav_coyote25 »

Per wrote:I wish someone would start playing around with the AI and post patches to improve it. The only developer who actively worked on the AI was Troman.
thats because Troman was/is a god when it comes to A.I.

has there been any suggestions as to maybe a utility like what the original had with the AI editor (also by troman?? or was that a bones0 goody - or someone elses?? my memory is getting to be not good . :stare: )
Nyme
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Re: Observations of 2.1 AI

Post by Nyme »

Per wrote:Please make a bug report ticket in Trac about the repair centres.

(Seriously people, if you want bugs fixed, that is pretty much the only way. Forum posts are quickly forgotten.)
Now I am to post the bugs in trac, previously in the Gna project site. Where should I post this bug? This thread mentions both.

Edit: why do you have two bug reporting locations anyway...
Per
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Re: Observations of 2.1 AI

Post by Per »

Use trac. We will be phasing out the gna.org tracker soon(ish). Thanks.
Nyme
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Re: Observations of 2.1 AI

Post by Nyme »

Per wrote:Use trac. We will be phasing out the gna.org tracker soon(ish). Thanks.
Ticket sent.
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Phoenix666
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Re: Observations of 2.1 AI

Post by Phoenix666 »

at past i try to send bug ticket into GNA
ir tell that My IP in blacklist...
and how i can do this???