It even coordinated amongst allies very well when I aeon acu rushed it. Very impressive.|||Indeed. I was happy to see that the AI no longer fidgets with it's units anymore, and in fact attacks rather aggressively. I like it.
I did notice once on Zeta that right outside my base he started to fidget once for about 20 seconds, but then pursued the attack. However, it only happened once in a span of 15 minutes.
Kudos to Sorian!!! If GPG used the Rep System, his would probably have the infinity sign at this point.|||Well done Sorian, the AI perform great. Thank you Sorian and GPG for this great game
|||If this AI would micro, this forum would be filled with whining that the normal AI is too hard ^^
Great job on the fix|||Definite improvements on the AI. Great work Sorian. Your support effort has been simply outstanding.
Cheers
|||I did see one thing in an AI vs AI game, where an entire air blob of 10 AC-1Ks, a bunch of gunships and bombers were hovering for an extended period of time over an enemy sub. I think the AI thought it wanted to attack the sub, but obviously could not with the units on hand. When the AI player which controlled the sub was eliminated (and hence the sub as well), the air blob immediately left to kill an enemy base. Maybe something to tell the AI to ignore targets it can't hit, like gunships attempting to kill submerged submarines?|||I saw similar with the AI trying to use its gunships to engage my Darkenoid. Technically they should be able to shoot one another since they're both gunships, but the normal gun's gun can't traverse upwards enough to fire, but the AI doesn't seem to realise this.
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