Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1214
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search


Goto page Previous  1, 2, 3, 4
 Author
Message
 
0202243

Rep: 60.6


PostPosted: Sun Jul 12, 2009 3:22 pm Post subject: Re: Superb & agressive AI hats off to the developers! Reply with quote

i haven't played for about a year now... gonna restart my cc with tis mod  Twisted Evil


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
Back to top
View user's profile Send private message GameRanger Account
 
LoneRebel

Rep: 9.8


PostPosted: Wed Apr 04, 2012 2:49 pm Post subject: Re: Superb & agressive AI hats off to the developers! Reply with quote

My thoughts on the AI. I am not sure if PJ improved the AI itself, since I do not know if CC's AI is even possible to mod (the same way no one can figure out how to make the attacker attack from the proper exit VL). Someone said that it's the map coding that led to improved AI performance; I don't know if this is true.

All I know is what I've observed, and I observed some interesting things. One, although we make fun of the way the AI moves vehicles, it actually seems better in maneuvering them in this mod than a human player would be. SDK maps are not good for tanks in general - it's easy to get bogged in snow and PJ loves to put stones and rocks all over his maps. I find that when I'm ordering my tanks to move even a short 50 meter distance, they sometimes refuse to move in a straight line to the destination, instead turning left and right, making themselves easy targets, and generally screwing up.

But the AI almost never has this problem; when it wants to move its tanks, they get to where they want to go, even through terrain and narrow passages that I thought were impossible. Consider that the next time you feel like making fun of the AI and its "pointless spinning tanks."

Next, a previous poster said that you must try to kill the Soviet infantry without being seen by the tanks. Um, yeah, that's obvious. It's also easier said than done. The AI often moves tanks and infantry together (often with a greater degree of precision than achievable by a human player). Alternatively, the AI will send its infantry forward, and keep its tanks back where they still have line of sight of the infantry. This means that when you open fire on the infantry, they will see you, and then the tanks will destroy you. It's actually not very easy to separate the tanks from the infantry in this mod.
Back to top
View user's profile Send private message
 
dgfred

Rep: 63.1


PostPosted: Thu Apr 05, 2012 2:58 pm Post subject: Re: Superb & agressive AI hats off to the developers! Reply with quote

No... can't change the AI. But I believe it is the map/vl coding.


Sports Freak/ CC Commander/ Panzerblitz Commander
Back to top
View user's profile Send private message
 
Tejszd

Rep: 133.6
votes: 19


PostPosted: Fri Apr 06, 2012 3:16 am Post subject: Re: Superb & agressive AI hats off to the developers! Reply with quote

The AI code can not be changed but in some mods units are assigned the wrong AI type to make them behave better/differently. Example; assign an mg team gun AI so they do not move (much if at all) after deployment or assign half track to infantry to make them faster/more aggressively.
Back to top
View user's profile Send private message
 
 
Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> CC5 Stalingrad Der Kessel -> Die Kampfgruppen
Goto page Previous  1, 2, 3, 4


 
   
 


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!