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    Talonus_Reford

    @Talonus_Reford

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    Best posts made by Talonus_Reford

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    Latest posts made by Talonus_Reford

    RE: AI-Uveso (v110) - AI mod for FAForever

    Oh yeah I should have noted that I use Blackops ACUs and Unleashed. I think the turtle AI should definitely incorporate static PD Into its bases as right now it seems like you can walk right into it.

    Also, if its possible they need to push more emphasis on air control, something as simple as their third factory always being air, and constantly pumping interceptors, and eventually ASFs would make a huge difference.

    Right now if I rush t2 gunships there's nearly nothing the AI can do and even for the late game using PD, such as the T3 PD added by black Ops, and lower tech PD earlier, in their base would dramatically increase its survivability.

    Also if its possible the AI needs to stop throwing engineers into fire bases.

    Finally, I just wanted to say I am enjoying this AI and with a few fixes to its AA defense and the ability to snipe and it could be amazing. I tried RNGAI and its ability to respond to attacks is great but it lacks the mod support that this AI has. Honestly a combination of many of the things that AI does and this one would be perfection.

    posted in AI development •
    RE: AI-Uveso (v110) - AI mod for FAForever

    The AI seems to break down very easily if its raided even a little bit, especially by air. If its under attack by a single t1 cybran gunship, it will continue to tech up and spam t1 engineers and move them to their deaths rather than building mobile AA or a single aa turret. This means the AI has a tendency to completely break down if under any early game pressure. This was against 2 adaptive AIs on a 10km map.

    My other issue is that it seems if they AI has some kind of advantage it will refuse to try and win the game. It seems to much emphasis is on it trying to eco and tech at all cost. I know the Rush AI will build units at the enemy constantly but it still has issues in that it won't build sufficient air and responds terribly to an air raid and will still rush to tech up even if it makes no sense, and once teched up, will continue to spam T1 that only serves as a streaming donation of mass.

    The AI needs to be able to respond to player threats but I know it may be impossible given engine limitations, but it could still do better if it simply incorporated Point defense into its builds to stop early raiding.

    posted in AI development •