Company of Heroes 3

Company of Heroes 3

424 ratings
Advanced AI
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5 Mar, 2023 @ 10:06am
9 Aug @ 7:41am
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Advanced AI

Description
Fully custom script-based AI replacement for a more challenging and human-like AI.

Join the discord server to discuss the mod, get notifications about new updates, see development progress!
https://discord.gg/Xx8XGBgJpq

List of main features:
  • An option to play the game where AI controls player units and the player is only responsible for purchasing tech, units and using battlegroup abilities.
  • AI personality selection, altering the way AI makes some of its decisions.
  • Extra game mode for fully customizing AI bonuses.
  • Fully custom AI economy:
    • Ability to counter enemy team's unit composition.
    • Timing-based purchase priorities.
    • Full usage of battlegroup abilities and call-ins.
    • Emplacement and mine usage.
    • Sandbag and barbed wire usage.
  • Full control of all AI units:
    • Custom large-scale movement logic.
    • Custom capture logic.
    • Different movement logic for different kinds of units.
    • Ability to pick up dropped weapons, supply crates, recrew team weapons.
  • Close-in logic for assault units, including avoidance of MG arcs, shot blockers.
  • Custom cover taking logic, including avoidance of MG arcs, shot blockers.
  • Custom logic for all abilities.
  • Unblob functionality.
  • Vehicles will stay away from anti-tank.
  • Vehicles will attempt to face the enemy properly.
  • Vehicles can dive.
  • Vehicles will retreat for repairs.
  • Control of barrage units - smoke barrages, flares, general barrages.
  • Special logic for HMG, AT, sniper units.
  • Custom and complex retreat logic for all units.
  • Danger avoidance, especially for non-combat units.
  • Ability avoidance.
  • "Attention" system, AI will make more mistakes if multiple go on at once.
  • Action speed setting which adjusts AI overall attention and responsiveness.
  • "Pullback" system, AI is more likely to attack concentrations of enemy in waves.
  • Full use of USF veterancy.
  • Many more smaller features.

Source code available here: https://gitlab.com/AGameAnx/coh3-advanced-ai

This mod is based on a long standing COH1 project - Back to Basics mod.

Special thanks: Quicksilver, YouMoMCallME, Janne252, Garbhus
Popular Discussions View All (4)
9
1
18 Mar @ 2:43pm
PINNED: AI bonuses
AGameAnx
2
21 Apr, 2023 @ 12:19pm
AI use of mines and entrenchments
15267
0
8 Dec, 2024 @ 1:26am
Only AT rifle upgrade for infantry sections
Danny
1,116 Comments
AGameAnx  [author] 24 Aug @ 3:58am 
The passive or aggressive appearance in the end comes down to actually having units to push vs being quickly overwhelmed whenever it does push in.

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.
AGameAnx  [author] 24 Aug @ 3:58am 
It's not possible to modify unit behavior that much.

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.
ImminentPlayer 23 Aug @ 11:55pm 
Hi there! I have a question about AI in the game. It seems to be passive, creating little equipment and not fighting much for key points in principle. Can you please tell me what parameters affect its behavior in combat? I have tried setting an aggressive mode, but it hasn't given any results.
nini666170 11 Aug @ 1:40pm 
Relic, hire this guy!
I agree!!!!! His mod is great and I only play with this one.
He's great.
Thanks to him.
Cyan Square 11 Aug @ 6:57am 
Relic hire this man!
This mod revitalises the game for me. I'm not super into playing against human players (after the long day of work it's nice to simply have some consistent just challenging enough experience which is something hard to get with human players). And the default CoH3 AI problem is that it's very easy to exploit (especially with armored anti infantry AOE vehicles). So yeah, great mod! :bricktherat:
castorinoa 11 Aug @ 3:23am 
Is it me or has the friendly AI gotten a lot more passive?
AGameAnx  [author] 9 Aug @ 7:42am 
- USF Infantry Assault ability targeting reworked - it will now choose a target initially it wants to attack, look behind it towards enemy base and choose a strategic point to attack. This will fix cases where AI assault groups end up idling, and will make sure that even if they reach their destination they will try to capture a strategic point.
- 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.
AGameAnx  [author] 9 Aug @ 7:42am 
Update released!

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.
[901st] Medojed 28 Jul @ 3:10pm 
Well, I played couple of games and seemingly they stopped doing this, I did not spawn a single MG and instead switched to Brits and used infantry sections and engineers to bully my way against the enemies and it worked out. By constantly just moving everywhere they used infantry and normal vehicles, completely forgetting about artillery.
AGameAnx  [author] 28 Jul @ 12:04pm 
Indirect unit values also don't scale linearly. Relic somewhat forces my hand here really because coastal BG exists. But even so, AI will get more indirect units than a human for the most part, because AI is just not that good at breaking defensive positions by other means, and it's really beneficial for AI to have units which deal damage without taking damage Of course some people really don't like playing against this, but now there's a slider which lets you adjust this.

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.