CPU Player and Unit AI discussion

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
Sandern
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CPU Player and Unit AI discussion

Postby Sandern » Tue Nov 13, 2024 6:15 pm

Per request, a topic for discussion of the CPU player and Unit AI behavior. Post anything (minor) you want to see here.
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HEVcrab
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Re: CPU Player and Unit AI discussion

Postby HEVcrab » Wed Nov 14, 2024 4:35 pm

If I select a squad of Combine Elites and order them to fire energy spheres, sometimes the sphere is fired by the unit in the rear of the squad. In this case the sphere hits an Elite in front of the firing one and ricochets into the sky, getting wasted.
Please fix this)
Maybe, the squad spread-out function could help here, as well as in other cases (tight formations are easy grenade fodder).

*UPD* Thanks for reply on energy sphere problem, though in the other thread.
The squad spread-out function is still very desirable.
I'd like to suggest some more points.
To my mind, the AI should
1) utilize the units' abilities (metrocops' manhacks, soldiers' grenades, elites' energy spheres etc.) on detecting the enemy and maybe further, depending on the course of action;
2) build some defenses (floor & mountable turrets);
3) as far as possible, assign units with least own firepower but decent health values (preferably Metrocops or SMG soldiers) to wield mountable turrets.


*UPD* If a rebel engineer or combine metrocop sets up a floor turret, he has to do it alone, and it takes much time.
Maybe it'll be reasonable to add an "aid in floor turret setup" button for these units.
Testers gonna test.
Sandern
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Re: CPU Player and Unit AI discussion

Postby Sandern » Sat Nov 17, 2024 8:15 pm

HEVcrab wrote:*UPD* If a rebel engineer or combine metrocop sets up a floor turret, he has to do it alone, and it takes much time.
Maybe it'll be reasonable to add an "aid in floor turret setup" button for these units.

Floor turrets are auto constructed and you cannot speed them up by using more engineers.
Nqss[RUS]
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Re: CPU Player and Unit AI discussion

Postby Nqss[RUS] » Mon Nov 19, 2024 8:21 am

AI still trying to build low level units and rarely building tougher ones

Combine AI spams me with metrocops (and not deploying the manhacks)
Rebel AI spams me with partisans

The spam of rebels actually getting devastated pretty fast with metrocops , who deploy manhacks (single manhack kills some good amount of partisans in no time)
And gets pretty useless after gettin combine soldiers

The spam of metrocops can be hold with partisans , but metrocops of CPU does not deploy manhacks , i dont know if i can survive that spam with manhacks in early game
And then , you may build some turrets or soldiers to make metrocop spam into scrap greeding

Combine AI still making alot of PGs
http://cloud.steampowered.com/ugc/11374 ... 3FE0A1E25/

Suggestions:
2-3 PGs for combines are usually enough , but im not sure how to place them for AI
maybe zig zag?
Ai should create tougher units when it is become possible
Ai should get the grenades upgrade as soon as it can and use it
Combine Ai should get elite combines in VS rebels and snpers in game VS othe combines
Rebel Ai should get the RPG guys VS rebels and Elite Rebels VS Combines
SgtFox
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Re: CPU Player and Unit AI discussion

Postby SgtFox » Mon Feb 10, 2025 4:05 pm

Somtimes i see units get stuck on objects like walls or stones so you have to order them around the object to make them move again, specially when using the attack move command.

I would also love to see the AI building defensive measures (floor turrets, mountable turrets etc) aswell as using abilities and also building more advanced units like combine striders or rebel rpg soldiers and such to have a real nice challenge , because right now they just build some barracks and houses and swarm you with basic infantry not being a challenge after having all map points captured in the beginning of the game.

they also should send different squads to different flags to try and push harder when they have less flags than the players. once you have deployed a strider you basically won the game right now, that should be more balanced so the anti-strider behaviour of AI should be to build either another strider or rebel rpg guys to counter them or whatever is good in taking them out.
Cozy
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Re: CPU Player and Unit AI discussion

Postby Cozy » Fri Jan 16, 2025 3:57 am

Some CPU suggestions...

1. Rebel CPU should build billets next to scrap piles to gather scraps more quickly.

2. CPU should continue expanding into late game, maybe building additional bases at other requisition points and teching up to get late game units.

3. It seems that CPU tries to build bases in a very specific layout and sometimes gets 'stuck' and ceases advancement if there is not enough room to place a building exactly where they want it. Maybe allow more flexibility as to where CPU places buildings.

4. Would like to see CPU try to use snipers/saboteurs to clear turret defenses before charging troops into the line of fire.

5. Stop CPU from continually upgrading requisition points as they get destroyed. Right now they seem to keep upgrading the point in futility over and over, easily abused by just sitting a couple rocket launchers outside the cap area and draining all the CPU's resources.
bird1000000
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Re: CPU Player and Unit AI discussion

Postby bird1000000 » Sun Nov 29, 2024 3:28 am

Could someone improve the A.I. a bit?

I would help if I knew how to code

Starting by: Making the hard A.I. hard (Will have to modify a bit of existing code)

1) Assuming that the think rate is how often it scans the map and decides what to do also add an update where a unit comes in contact with another units (Or loses health) It causes an update

2) Add a difficulty to each unit (An equation including health) EG (Unit base difficulty + Health + Weapon difficulty) = Unit difficulty

3) Make some sort of way of the AI strategically grouping units into 1 entity and splitting the entity

3) When said update occurs, the AI shall check the difficulty of the group of units and check the difficulty of it's units, if the enemies units have a higher difficulty AND they are clumped then the AI should throw grenades (Or send re-reinforcements if available) else the AI should make sure that i's own units are close together and the stay still until the enemy is eliminated

4) Add manned turret and barricade spots for A.I. (May have to be on the map)

5) Have different amount of beginning requisition for A.I. such as: easy = 0.5X normal = 1X hard = 2X

6) Have some set buildig procedures that the A.I. follows every time EG 1 power generator > 1 garrison > 1 energy cell > 2 power generators > 1 armory > mechanical factory > 3 X random > synth factory > Special operations > random

7) If you are doing 6 then modify part of the grid where the set pieces are going to go so the A.I uses minimum space

I could suggest more but I really don't have the time right now.

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