They added a setting in the latest update that needs to be added to this mod to get it to work. If you download my mod pack (in my signature) you can grab the Better so folder out of there and it has the fixed AI.
They added a setting in the latest update that needs to be added to this mod to get it to work. If you download my mod pack (in my signature) you can grab the Better so folder out of there and it has the fixed AI.
They added a setting that you can use to force the pilots to auto-brace instead of shooting. With how the AI is coded, that setting gets completely left out using the old code. Then, it defaults to making them just auto-brace.Where and what is it?
I'm almost back home from work and can probably have a quick and dirty 1.2.0 compliant build done on Thursday. This probably won't be anything but updating the missing new bits. I haven't had any time to work on actually making the AI better at all.
Here's a hasty update for 1.2.0:
Better AI 1.3.0
Better AI - Permanent Evasion Add-On 1.3.0
UPDATE INSTRUCTIONS
Delete Better AI folder from your ModTek /Mods folder
Unzip Better AI 1.3.0 in to /Mods
For BATTLETECH 1.2.0
Release Notes:
Global -
Added "k" : "Bool_AllowAttack", to allow 1.2.0 compliance
Only real change from 1.1.2 to 1.2.0 was the addition of one new variable in global. I'll get to updating the spreadsheets over the weekend and hopefully test out the beta branch and push a build for that one too. If this doesn't work, let me know.
By the way, did modtek/ mpstark go silent? Is there now a new mod loader? I'm out of date on the mod scene again.
I agree with all of this. The AI is behaving exceptionally well in my campaign so far.Using your version of mod included in CCC 1.1.7.v1. Brand new campaign.
- AI is great at flanking and getting behind you
- AI is so good at flanking that it sometimes spread too much and doesn't support the rest of its lance [1]
- AI isn't afraid to overheat a bit to smack that alpha strike on you
- AI runs away if heavily damaged and then keeps on firing from distance or returns to fight later
- AI uses jump jets when it looks reasonable
- AI sometimes shoots without moving, early game so no ace pilots [2]
- AI is fine with meleeing when you get in its face flailing
- AI sometimes ignored my downed mechs, e.g. a downed locust was ignored when a standing firestarter was focused on; looks like intended behaviour?
- AI tends to focus on the weakest side of your mech, causing, I guess for the first time in many games, the ejection of my pilots
I think you've almost nailed it. If you could adjust [1] and [2], I don't see much to improve. Kudos!![]()
Using your version of mod included in CCC 1.1.7.v1. Brand new campaign.
- AI is great at flanking and getting behind you
- AI is so good at flanking that it sometimes spread too much and doesn't support the rest of its lance [1]
- AI isn't afraid to overheat a bit to smack that alpha strike on you
- AI runs away if heavily damaged and then keeps on firing from distance or returns to fight later
- AI uses jump jets when it looks reasonable
- AI sometimes shoots without moving, early game so no ace pilots [2]
- AI is fine with meleeing when you get in its face flailing
- AI sometimes ignored my downed mechs, e.g. a downed locust was ignored when a standing firestarter was focused on; looks like intended behaviour?
- AI tends to focus on the weakest side of your mech, causing, I guess for the first time in many games, the ejection of my pilots
I think you've almost nailed it. If you could adjust [1] and [2], I don't see much to improve. Kudos!![]()
The AI works at the individual level, but it considers its Lancemates where it is programmed to. One such thing is a kind of "Fence" the AI wants to stay inside of, with the center being the average center point of the Lance. Scouts and Snipers have a larger fence radius than brawlers and less weighted incentive to stay within the fence boundaries. There are also things for '"I'm alone and in enemies LoS, or a Lancemate is isolated and in LoS: Should I fall back to my Lance or rush to help my isolated Lancemate?" And again I set the scouts to factor these things less. It is what lets them focus on flanking, or seen in the Weldry TBT, stay out of LoS and provide IDF. I had that same thing happen and had a JR7 rush the walls then jump over to flank me. I think I posted about it in this thread a few pages back.[1] is AI even taking into account its lancemates? Is it calculating as a lance or rather like entities?
I do sometimes forgo shooting the downed guy if that mech is already weakened, so for me it's a good thing.
Also, interesting thing in Liberation of Weldry, the Trebuchet hid for 100% of the battle behind the wall it starts at and shot LRMs at me; it only started to do something else when I attacked it on the ground level. Never seen that before.
If you know the enemy and know yourself, you need not fear the result of a hundred battles ~ I just KNOW I've read that somewhere.The AI works at the individual level, but it considers its Lancemates where it is programmed to. One such thing is a kind of "Fence" the AI wants to stay inside of, with the center being the average center point of the Lance. Scouts and Snipers have a larger fence radius than brawlers and less weighted incentive to stay within the fence boundaries. There are also things for '"I'm alone and in enemies LoS, or a Lancemate is isolated and in LoS: Should I fall back to my Lance or rush to help my isolated Lancemate?" And again I set the scouts to factor these things less. It is what lets them focus on flanking, or seen in the Weldry TBT, stay out of LoS and provide IDF. I had that same thing happen and had a JR7 rush the walls then jump over to flank me. I think I posted about it in this thread a few pages back.
As far as I can see, once a unit's Lance is gone, it can't "Join up" with the remaining AI forces as a proper Lance and will act as Last Man Standing until destroyed.
Not surprised you can quote Sun Tzu from memory. Anyway, another interesting note is that if a unit spawns alone as part of the mission, like most assassination targets, they will always pull the Last Man Standing. As far as I can tell, the code for checking LMS is just "Am I the only one in my Lance?" even if they didn't start with anyone else.If you know the enemy and know yourself, you need not fear the result of a hundred battles ~ I just KNOW I've read that somewhere.
Thank you for giving us insight into the AI motivation. : )
This particularly nugget of BATTLETECH Intel now gets added to my Evernote BATTLETECH Notebook of Big Stompiness! :bow:
Anyway, another interesting note is that if a unit spawns alone as part of the mission, like most assassination targets, they will always pull the Last Man Standing. As far as I can tell, the code for checking LMS is just "Am I the only one in my Lance?" even if they didn't start with anyone else.