TeamPlayAI
I want to improve games against AI ...to make them run faster with smarter AI.
I have watched many replays on TeamPlayAI maps where people play against AI or AIx virtual opponents.
In many of these games the AI has been stabbed in the back, by the host, before the game begins. The AI will never perform as it should and the game speed will see a slowdown at about the 1hr mark. This is mainly caused by an incorrect setup of the AI start positions and an incorrect number and type of the AI used.
All TeamPlayAI maps have info in their description that will give the strongest AI. If you follow these instructions you will not only get the best AI, the game will also run fast.
Here is a typical description:- 'Two Humans in North start positions 1&2 verse Two Aeon Sorian Turtle AI in South start positions 7&8. Please leave start positions 5&6 vacant.'
Players have different and warped ideas about how they can change these setting and still play against a good AI.
I will list some of the worse case setup errors I have seen.
1./ Too many AI ...just two AI or AIx is enough even if there are 4 Humans ...each AI must have an unoccupied expansion point ...that is why I ask you to leave certain positions vacant.
2./ Starting an AI in front of another AI ...this will cause the main AI at the back to be slow to produce defense and fighting units. If you find you need to make the AI stronger and you have run out of AIx multiplier, then add a AIx Rush to the closest start position to the Human team, not near the rest of the AI team. Your game may run slower, depending on map size, because you have 3AIs.
3./ Using Sorian Adaptive AI instead of Sorian Turtle. The Turtle is far stronger and much more consistent on all types of maps. Sorian AI Turtle and AIx Turtle also runs faster than any other Sorian AI, and of course very much faster than any non-Sorian AI.
4./ Using say UEF when description says Aeon. If I specify Aeon then UEF will just fail...Seraphim would be better than UEF. Don't use Cybran either. On some more open maps any AI faction will be OK.
5./ Set 2x res mod ...this will cripple the AI... expect AI to be half strength and waste more mass than it uses.
6./ Set 'Pre-built Units' ...this will also cripple the AI leading to an inefficient build.
7./ Set less than 1000units ...if the AI has only 250 or 500 units it will play bad, 750 is ok. If you have a poor computer consider using just one AI with 1000units.
8./ Set NO-Rush timer ...again this will cripple the AI ...it can't raid and it can't expand, it will just sit there doing nothing. I have not set useful No-Rush circles on my maps.
9./ Use a mod that the AI does not know the correct unitID numbers for its basic units.... Nomads for Example ...no T1 tanks.
10./ Use a mod where the AI does not know about upgrade possibility of certain structures or ACU and SCU upgrades. Black-Ops for Example ...T1/T2/T3 Hydrocarbon Power and ACU some upgrades.
11./ Starting the AI at the wrong end of the map. The FA markers are only set in one direction unless otherwise stated in the map description. It will say something like: 'This map can be played against AI from either end and is balanced for all Human 2v2 and 3v3.'
12./ AIx Omni - this is a controversial setting that gives AIx full map view, some don't like it because they want stealth to work. I'm sorry but stealth will never fully work properly against any AI. On the downside not having AIX Omni ON will make the AI less smart. I play with AIx Omni ON.
13./ No Full Share ...the AI needs to share resources with its ally for best results.
14./ Display World Borders ...if you see black areas on the map please go to in-game Options/Interface and turn OFF 'Display World Borders'. It is not required for any maps and should be set OFF by default.
I hope to see some replays where things are set correctly, so the AI can show its full potential.
rojStatistics: Posted by AwarE — 28 Apr 2013, 08:42
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