New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Implement new Easy/Normal/Hard/Brutal AI with meaningful differences #16126

Open
pchote opened this Issue Jan 27, 2019 · 4 comments

Comments

Projects
None yet
4 participants
@pchote
Copy link
Member

pchote commented Jan 27, 2019

Our current AI definitions in the default mods arent that great. General feedback from casual players shows that they are simultaneously far too difficult for new players, and trivially easy for experienced players. The different bot types that only differ in unit compositions also goes against common expectations.

We've grown options over the years that let us implement meaningful difficulty levels, but there has so far been little interest in enabling them.

I would like to see us get rid of our current confusing set of bots, and standardise on Easy, Normal, Hard, Brutal options across all mods. Each of these types can then pick a random build composition based on our current bot choices by using GrantRandomCondition to select between UnitBuilderBotModules.

Normal AI
Basically the same as our current bots, but with:

  • Small reduction to support power targeting efficiency (#16123)
  • Small random delay (0 - 5 second) when queuing structures (#16124)
  • Possibly a smaller random delay (0 - 2 second) when queuing units

Easy AI
Basically the same as Normal AI, but with:

  • Further reduced support power targeting efficiency
  • Further increased delay for structure and unit queuing
  • Smaller SquadSize so that attacks are easier to counter
  • A relatively low cap on refinery and harvester count to limit economy

Hard AI
Basically the same as Normal AI, but with:

  • Optimal (but non-cheaty) support power targeting
  • No delays when queuing units or structures
  • Enabled AutoTarget priorities so rocket soldiers prefer targeting vehicles over infantry, flak trucks prefer aircraft and then infantry over tanks, and so on

Brutal AI
Basically the same as Hard AI, but cheats:

  • 125% (or 150%?) income/production speed/health/damage bonuses
  • Support power targeting ignores visibility (#16123)

@pchote pchote added this to the Next + 1 milestone Jan 27, 2019

@GraionDilach

This comment has been minimized.

Copy link
Contributor

GraionDilach commented Jan 27, 2019

The income bonuses could be done through virtual ore purifiers - RA2 did it that way.

@pchote

This comment has been minimized.

Copy link
Member Author

pchote commented Jan 27, 2019

Yup, the plan would be to use #15798 and #15305 for the modifiers.

@ABrandau

This comment has been minimized.

Copy link
Contributor

ABrandau commented Jan 28, 2019

From experience with SP and CD, I wanted to add that an AI with infinite money (Cash Trickler) is a monster to face, tho this is seen even more in mods with multi queue, this can be challenging but not that entertaining,

@ABrandau

This comment has been minimized.

Copy link
Contributor

ABrandau commented Jan 31, 2019

Also, maybe you could consider adding the option to force the AI to go for a build path, its the AI randomness what makes its difficulty so unpredictable.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment