Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It sounds pretty much just that you've not chosen high enough difficulty / resource bonuses.
COH is a very snowbally game, and since AI doesn't know how to fully utilize tech swings and make more risky plays if it falls behind, it can often feel that it becomes very weak very fast, finding the correct difficulty is quite important.
Personality does modify it, but not by a crazy amount, for the most part it changes unit compositions that AI goes for.
All types should be more or less aggressive, and none of the types have the capability to truly only focus victory points. There are multiple systems which make AI focus victory points in various ways, but it's not going to do it quite as much as a human would in some situations. It tries to maintain a wide frontline, keeping territory as well as VPs.
I agree!!!!! His mod is great and I only play with this one.
He's great.
Thanks to him.
- Adjusted some ability avoidance parameters to make AI react slower.
- Minor adjustments to AT vehicle safety as they were idling very often with new in-combat functionality.
- Updated global received accuracy slider description.
Changes:
- Reworked logic for units changing their task. AI will reevaluate unit tasks more often, with more precision and change them more aggressively.
- AI will issue a facing command when moving to their tasks (will allow for taking cover better).
- Implemented functionality for AI units to enter in-combat state before receiving any damage or firing at the enemy. This should result in much more consistent behavior as units approach the enemy, better unit preservation, improve cases where AI always stops due to attack move as it enters combat.
- Vehicle prioritization functionality updated to make AI turn off prioritization faster in some cases where it no longer has valid vehicle targets.
AI generally tends to always get heavier vehicles because there's really not much downside to that and I want it to use all of its resources (so spending fuel). Of course the downside is if it's like a chokepoint map where it just feeds the vehicles... Maybe one day I'll address that but yeah.
There's a lot to that stuff, I'm trying to make sure AI uses pretty much all units that I've implemented at least in some situations.