Posted: Tue Mar 15, 2011 9:18 pm Post subject:
Is TI AI supposed to be extremely difficult?
First of all, let me say that this mod is fantastic. I have a large problem with its main feature though: Skirmish.
As of late, it seems as though all the AI's on any maps like to team up on me and stage a onslaught against me. And it always happens the same time: after I finish construction of my War Factory. Its then when they throw Railgun Tanks, Titians, Eclipses, Mammoths, aircraft, etc. I didn't have this problem before, and I haven't edited anything in the files.
Is this normal? If it is, the lasers and infantry you can build hardly match the attacks they through at me. And it doesn't only happen once. If I do survive, its a matter of a minute or two before they do the exact same thing again.
It's not just you. I still get my ass handed to me sometimes vs level 2 AI's, especially GDI's (darn orca bombers). But that's ok, I like a challenge. _________________ Always remember, it's just a game. QUICK_EDIT
Joined: 10 Sep 2006 Location: Birmingham, United Kingdom
Posted: Wed Mar 16, 2011 1:39 am Post subject:
The AI will be going under re-editing for the next build. AI Level 2 is indeed supposed to be extremely challenging, and let me state now that the AI does not always team up against human players, it only happens by coincidence. AI Level 1 is supposed to be difficult too, but not near the same level as AI Level 2. AI Level 0 is supposed to be easier, but not a push-over. As you can tell from Public Beta 2, the AI is quite difficult on all three levels, and in some cases, a lot harder than they are originally supposed to be. But yes, in Public Beta 3, the AI will be re-worked. For now, I suggest playing lower Level AI's and less AI opponents on the same map. _________________
Well... I found it pretty depending on the map and how the players are located, and therefore, extremely random.
At some maps, I can handle two Lvl 1 AI's or a Lvl 2 AI, but on other maps the level 0 AI beats me straight after I build a War Factory.
AI's also tend to defend their base too random... sometimes even the largest combined assaults get blown apart with only a few of the heaviest units limping away with heavy damage... And in other occassions, a single X67 Mammoth Tank rampages through a level II AI base, kicking the crap out of it, the only additional unit I needed was an Engineer to capture the Construction Yard (tech level 6 though, so no really powerful units because I dislike most of them unless they're neutral). QUICK_EDIT
Both are known issues, I don't know about 1 (TI is the only mod I've seen the bug in, although it's also the only mod I've played which has seperate refineries for both sides), but 2 is unfixable. _________________ QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu May 05, 2011 4:53 pm Post subject:
1) is a known issue and appears only very seldom. It happens mostly when GDI has to rebuild the base from (almost) scrap after a large attack. This is unfixable iirc. _________________ QUICK_EDIT
I just tested a couple of times in TO, which also has separate refineries (and the same tricks to make them work, iirc?), and I didn't have the AI building the other side's refinery.
I destroyed the AI back to only the CY and let it continue from there. I then destroyed it back to the powerplant, and again let it continue for a little while. Finally, I destroyed everything back to the powerplant and barracks, and still they built their refinery as normal. I repeated this test three times as each side, for six trials in all. _________________ QUICK_EDIT
What building(s) have you listed in BuildRefinery=? It shouldn't have more than one building or it can cause problems for the AI. The AI attemps to build the 1st building in the list (sooner or later), regardless of the ownership. Create AI only refinery copies for both sides and make the harvesters dock in them too. And possibly put some fake building owned by both sides in BuildRefinery. _________________ QUICK_EDIT
The AI attacks the player being located the closest to his own base. Simple as that.
This might be hard coded and therefore very difficult to fix unless some kind of system is made in which case the AI attacks the strongest opponent first with his main attacks, sending only weaker waves against the nearby bases.
This would result in all AI's teaming up on you after a while, but if you survive this onslaught, they will head for eachother again instead of finishing you off. QUICK_EDIT
Hey, TI AI it's very hard, but not at the point that is impossible to beat, it's just really challenging and that's very cool. I've beaten it (not everytime I play) and I'm not that good TI player. HINT When you have a well-defended base and money, try buying aircraft. They can save your life. _________________
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Sat Jun 18, 2011 11:52 am Post subject:
Lin Kuei Ominae wrote:
Or play as Nod and build quick a stealthgen
one of effective way
uh yeah TI AI is really difficult to me. i wonder if any video show someone beat 2 level 2 AIs _________________ Team : Mentalmeister | The Rave Design and Network
QUICK_EDIT
Yeah level 2 AI is difficult but it's fun, I like it. I know a few tips vs them. For example, at the beggining the AI start training lots of infantry to rush your base. If you playing for GDI train snipers like 3-5. If playing Nod build flame troops or better build 2-3 flying saw (I forgot the name lol) they can heal on tiberium. All this you need to build ASAP.
Then how I remember 2nd level AI like attack your base with lots of aircraft so good anti-aircraft defence is needed. For GDI its a bit hard defending your base from aircraft, because they need good upgrade for anti-aircraft turrets. For Nod its easy, because their SAM's are really good vs aircraft. QUICK_EDIT
Another very good strategy vs AI is to crush their first infantry attack waves with one of your harvesters.
This way you soon get a veteran and maybe even elite harvester, which makes it a lot faster, stronger and selfhealing (GDI)/tiberiumhealing(Nod). Thus you have in future a much better income and the harvester is less likely to be destroyed even when it harvests farther away. _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
If you're GDI, you can use the EXTREME range of bouncing grenades to weaken incoming attack waves. However, downside is that you need to babysit your Disc throwers and Goliath's for full effect.
The harvester trick is something I'm going to remember
I also grab crates a lot, and this DOES help... a pity firepower/armor/speed effects are gone if a unit deploys/undeploys. (which makes the X67 actually stronger and more versatile than the Railgun Tank, btw) QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum