View Full Version : AI Difficult
SickOner
03-03-2008, 04:09 PM
:cool:Hi!
I would like to play against a harder enemy. For example, with different strategies like attack with 10 apocalypse... an enemy a bit human...:freek:. Or, more examples, more than 3 kirov? more aircraft... etc.
Well that's all thanks!:D
Fenring
03-03-2008, 05:48 PM
Open ai(md).ini and play around in there.
Rowmen
03-03-2008, 10:57 PM
The codes are pretty complex it take some time before getting the cpu to do something different
Condemer
02-10-2009, 08:42 AM
:cool:Hi!
I would like to play against a harder enemy. For example, with different strategies like attack with 10 apocalypse... an enemy a bit human...:freek:. Or, more examples, more than 3 kirov? more aircraft... etc.
Well that's all thanks!:D
lol .. i've made a map that NO ONE could beat ... just last night we did 4 humans vs. 1 brute and the brute won. lol (currently making it a little easier)
apple23
02-12-2009, 06:53 PM
it would be one thing is you had something significant to add to this topic, but you bump a YEAR OLD thread just to say that? Come on, use your head please.
ccaddictplayer
02-15-2009, 12:17 AM
i did that super exagurated one. 20 apoc, 40 conscript for example and what happen was the computer was totally delay in building the taskforce.
how do i balance that build many harvester or build one and the other alternatly?
apple23
02-15-2009, 02:58 PM
Don't make taskforces that huge; the computer can't handle it. It takes WAY too long to make 20 apocs and the AI will drop production of a taskforce (and leave any produced units astray in the base) if it takes too long to make. What happens then is the AI piles up huge groups of units inside his base and does nothing with them.
Fenring
02-17-2009, 11:37 AM
It will eventually make use of them if given enough time but they do just choke up their base and make them stupid. 20 Apocs can be done if you set DissolveUnfilledTeamDelay high enough... still not a good idea since it really slows down the AI's tank production.
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