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 Forum index » Featured Projects » Twisted Insurrection » Your Input
Is TI AI supposed to be extremely difficult?
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae
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Luna Sol Solis
Civilian


Joined: 15 Mar 2011
Location: US

PostPosted: Tue Mar 15, 2011 9:18 pm    Post subject:   Is TI AI supposed to be extremely difficult? Reply with quote

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.

Do I just suck?

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Ferrados
Medic


Joined: 29 Aug 2010
Location: The Netherlands

PostPosted: Wed Mar 16, 2011 1:23 am    Post subject: Reply with quote

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.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Mar 16, 2011 1:39 am    Post subject: Reply with quote

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.
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Lin Kuei Ominae
President


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 16, 2011 7:35 am    Post subject: Reply with quote

Or play as Nod and build quick a stealthgen Wink
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Wed Mar 16, 2011 1:57 pm    Post subject: Reply with quote

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).

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Flankerr
Vehicle Thief


Joined: 30 Apr 2011
Location: Zone 51

PostPosted: Thu May 05, 2011 2:04 pm    Post subject: Reply with quote

About AI,

I've noticed strange thing with GDI AI in Skirmish.

1) Sometimes GDI AI starting building Nod Refinery with Nod Harvester also.

2) GDI can build 2 MMKII. I've noticed when they have 2 War Factorys.

AI level 2 is fun, but need build up fast before they start rush on you like defence vs tanks and anti-aircraft

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^Rampastein
Commander


Joined: 11 Oct 2008
Location: Finland

PostPosted: Thu May 05, 2011 3:42 pm    Post subject: Reply with quote

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.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu May 05, 2011 4:53 pm    Post subject: Reply with quote

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.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 06, 2011 4:57 am    Post subject: Reply with quote

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.
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri May 06, 2011 11:26 am    Post subject: Reply with quote

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.
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Ferrados
Medic


Joined: 29 Aug 2010
Location: The Netherlands

PostPosted: Fri May 06, 2011 12:31 pm    Post subject: Reply with quote

I think the GDI AI builds a Nod refinery when it runs out of money.
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Fri Jun 17, 2011 3:52 pm    Post subject: Reply with quote

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.

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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Fri Jun 17, 2011 4:37 pm    Post subject: Reply with quote

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.
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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Sat Jun 18, 2011 11:52 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Or play as Nod and build quick a stealthgen Wink

one of effective way Very Happy Very Happy

uh yeah TI AI is really difficult to me. i wonder if any video show someone beat 2 level 2 AIs
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Flankerr
Vehicle Thief


Joined: 30 Apr 2011
Location: Zone 51

PostPosted: Mon Jun 20, 2011 1:09 pm    Post subject: Reply with quote

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.

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Lin Kuei Ominae
President


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 20, 2011 1:56 pm    Post subject: Reply with quote

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.
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SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

Tools
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Mon Jun 20, 2011 4:38 pm    Post subject: Reply with quote

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 Razz

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)

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