So I want to make this thread the official thread for ironing out any creases for AI going into 2.3, as it seems that pops up in so many other threads.
Here's what we know so far
Big priority we need for whatever version goes with the next FH2 release:
/deployable mortar with raised perspective
/Fixed Purple Heart Lane CTD
/Bots able to use deployed mgs
/Panzer II also has repetitive sound when firing, as does mg34 ofcourse
/Bots still don't like the mg42 tripod
/Get AT riflemen to fire at ranged targets prone - I note that they stand and look at them, but think they should be firing standing, so they get transfixed and become easy prey.... Mgers don't do that for
some reason
/Slow ROF for infantry to that of unmodded FH2 bots
/Permanent known solution to fixing double-capped flags. Winterhilf figured it out. I wonder if he told anyone the solution though...
----Get Remick04 to know all the changes to AI and to implement them in for the next mod - These are those I could think off head
.AT guns don't drive around or fire AP at infantry.
.Howitzers and mortar firing with direct fire and use custom vehicles that have raised perspective
.Custom Stuka with raised elevation for takeoff
.?More accurate mgs on all planes?
.Destinguished tank types i.e heavy, light etc
.Tanks switching Shell types
.All AT bomb infantry using them
.Mg and AT rifles with fixed non-stand-firing
.Bots never bailing from static weapons, but bailing from vehicles if need be
.MOre agressive bots?
.Bots that flee or dash when 'startled'
.Choice of bombs for aircrafts depending on target
.Changed max and min range for vehicles - Panzer II might still need agression work
.Map changes in vehicle loadout. Not too sure about Strategy in Luttich though - Sort of makes ther commander spam the radio, also present in other maps
The Devs make their own tweaks to those files to improve balancing and gameplay for multiplayer. And if I included all of Drawde's files, it would revert all the work they have done back to 2.26. So I only
included a few .tweak files that I knew what they did.
Things like the fix to the 2pdr sound loop (forgot about the Flak guns but I'll try and fix that), the fix to planes firing rockets, and the AI arty. I didn't include the stuka divehorn in its current
condition for 3 reasons. 1. It still needed balancing. 2. It would affect multiplayer. And 3. It uses the AIX sound file, and though I know Clivewill has been helping, I don't want to add anything from
another mod until I know with 100% certainty that we have their permission. That doesn't mean I'll never add the Stuka divehorn files, I definitely want to, but It's something that would require a bit more
internal discussion before applying it.
Partculars
El Alamein/Broken Commander AI that rears its flaws as the flags change hands
/Drawde updated this with new vehicles that weren't in the original such as the VW Beatle and the SDK231
/Aparently no path from German middle base to Meteriya Ridge's 88 defenses except the narrow path along the ridge, so bottle-neck battle for that flag in both directions
/Bots don't use the Panzer III at the middle German base
Alam Halfa/DON'T CHANGE A THAING! Thank you WinterHilf :-)
/ Ok, to be realistic, bots seem to see the final Brit base as the next line of attack once the final line defense is left, amkiing Panzers roll into senseless slaughter for a crossed out flag, rather than
following the push-mode - Battle dwindles to stalemate for some reason at this point save for weak attempts for that uncap
Olympus/Bots spawn at German airfield and idle right next to the Stuka, never actrually seeing it, using instead the other Stuka and one ME109
/THis map reveals the epic fail of the Stuka's auto-divehorn since the plane flies in a fashion that keep the horn on indefinitely
Invasion of Crete/THis map reveals the epic fail of the Stuka's auto-divehorn since the plane flies in a fashion that keep the horn on indefinitely
/Planes may need to be repositioned to be parallel - Stukas often collide and get partly or totally damaged
Sidi Rezegh/Shows the lack of use of Special AP by the Panzers with the numerous heavy Brit tanks, making this battle a route. I think any damage noted on the Heavies may be from luck shots or the 88, but I don't think
Panzers use spacial APs
/Only one 88 used making the Airfield easily overrun, might be a pathmap issue, not sure
/No mg used at all! Might need spawn mgs, especially at the 2 storey house - Same for AT guns
/Strongly Recommend moving cap area totally underground to make it an infantry cap base and prevent unstoppable heavies camping it to cap - Would also make for some interesting infantry combat
/ That flag also suffers from double-cap issue
Seige of Tobruk/Slight commander issue once all flags but Tobruk outskirts are capped, making German offensive gring to a halt
/Good platform for trying to figure out how to get Brits to defend the frontline base as first commander order - THis was achieved in AJ51's Tobruk night map found on my Alam Halfa DL page
Fall of Tobruk/ For some reason, Brits never use the Stuarts
/ Germans NEVER respawn at the rear base, making armor support non-existent once any one base is capped.
Bardia/64 map available on my DL site, only issue is the wooden fence not being seen by bots and thus making them camp along it, but not a big issue, even with 96 bots - Worth including into the mod
/Double-cap flag at the bridge base i.e. the only one at the Brit side of the river
Goodwood/ Bots don't spawn near the howitzers, so they never get used - Could use become a bot spawn to ensure use
/German tanks are not navmeshed to pass through fences, and yet they sometimes drive into the field that is fenced on 3sides, after the dikes, making them queue in that area
/Ensure bots never spawn in the upstairs spawn area of the Isolated German base where the Marder 1s are. They don't know how to climb downstairs... *Hint, hint*
Gazala/Bots tend to ignore the frontline bases once a first attempt fails and try push inland, allowing brits on those points nip them at the heels as they try to battle superior allied tanks. A definite axis of
advance should fix this
/This map could be made more interesting with a pathway through that diagonal leading from the German main to the British outpost (i.e the one that isn't a British box/hill defense)
/Other pathway from the British main straight to the Box/Hill could create a new axis of advance for Tommy
/Needs spread spawning. Boxes can otherwise become over-crowded and uncappable
Giarabub/Best AI work
/Could later use navmeshed castle walls and staircases as well as more than the few entry ways to allow Brits to attack from all possible sides
Purple Heart lane/ Very good navmesh - Little or no work required
/May be worth locking foward-only facing mgs to prevent US bots using them to aim at nothing once that base is capped
Point du Hoc/Little or no work required
/Future work may include allowing French guns to be 'entered', not manned, so that US bots see them as targets to destroy
/POssible way to get US bots driving the LCAs to the cliff would be work on the ropes, so that bots see them as vehicles to use and move 'foward in', Humans still need to throw them up though
/ Alternative would be to make bots drive up to the cliffs and fire at defending Germans while humans get to the top alone. Would require one-second cap at top of ridge to allow humans to survive cap time
and have bots spawn immediately after, and suicide or die below once enemy resisitance crumbles in that area
Luttich/AI works perfect to current map layout - Doesn't mean map plays nicely though
/ Could make foward spawn areas in the field for both sides cap-pable, making bots fan out after the town is secure
/ 'Defend here' for all Allied bases would ensure each gets a sufficient amount of defenders rather than idling at any spawn, and leaving others unguarded
/Navmesh of key houses would make town fighting more interesting
/Mgs in buildings and church could be made spawn points
Cobra/Farm house has a serious double-cap issue
/Allies, once they've capped the farm and the mill tend to get orders to march on the airfield and bypass the railyard and the town
/Numerous German infantry get stuck at fence at their main base.
/Some Americans get stuck at a gate near their airfield
Totalize/Could use more attacks on the German base closest to the opposite side of the bridge (The one with the panzershrek) using the side bridges, and coming straight from the Canadian main, to prevent bottleneck
on the main road
/Canadians make half-assed attack on factory, mostly requiring human intervention to cap, and then the commander tells them to cross the bridge, often forgetting the next base with the ack-ack
Arberdeen/As fugle as this map is, its AI pathmapping is flawless... Panzers really require use of special AP to stop Valentines and Matildas though
Hyacinth/CTD... reason yet unknown
/Could do with later navmesh of roads for vehicles, allowing Brits to come in with them
/If possible, could do with restored tanks and ?planes to destroy, making Germans enter them and hence give brits reason to destroy them, OR have humans destroy them to stop bleed
Supercharge/German bots need to spawn in the bunker at the 88 base, or directly on the main mgs i.e. the one next to the 88 itself, and the one in the main bunker...
/British commander needs beaucoup work since aalied anvance stalls completely once all but the town is capped, with commander telling men to defend British main!?
Tunis
/Could do with spawnable mg positions besides the market square and dock, where mgs are used nicely
Anctoville/No vehicle navmesh
/Infantry navmesh along narrow path making it a fragfest along the main road - This is NOT a major issue.
/Other mg positions could be made spawn points
Mersa Matru/Totally spoiled Commander AI on either side. British commander spams men to uncap-defense orders from get-go, German commander tells men to defend-defend after one or two flags are capped
Unofficial AI work /Falaise Pocket, Villers Bocage
No Known AI/mareth Line
/Point en Bessin
/All 2.3 maps