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Summary of TA AI Upgrade Stats

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Team Assault: Baptism of Fire >> Summary of TA AI Upgrade Stats Page: [1]
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Summary of TA AI Upgrade Stats - 4/3/2012 1:46:33 PM   
mbar


Posts: 465
Joined: 3/17/2010
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http://slitherine.com/forum/viewtopic.php?f=135&t=33279


by Xerkis » Mon Apr 02, 2012 9:54 pm

I would venture to guess that out of all the different charts that I have or will post, the one about the weapons is the one players will be most interested in.
However, I believe this chart – AI Upgrade Stats – is the most important if you want to get the most out of Team Assault and its AI.

The chart itself is simple enough – but truly understanding how it interacts with the AI and what it will mean to game play should not be taken lightly. With proper configuring of a force through using the Force Builder with this chart in hand, you will see the AI in the game come to a completely new level of difficulty.

You need to build squads that are totally committed to being Aggressive, Defensive, or Tactical. If they have too close to even points in more than one of the three areas – then the AI will become “unsure” or perhaps “uncommitted” is a better word in what that squad is to do in the game. Or if the force is missing at least one squad with a commitment to each area; the force as a whole will suffer as well.

Also, squads need to be as equal in cost to each other as you can make them – or the AI will simply just buy the cheep squads to throw men on the field of battle. Especially in longer games when there isn’t much left to spend. Exception would be a sniper team – you might want to keep them somewhat higher in price; unless you want to play against all snipers.

The other piece to understand this chart is part of the TA game and found in the folder . . . . \Slitherine\Team Assault\Game\Files\ The file “ai.cfg”. I am not saying to go in to this file or to change this file – but if you do, please take the necessary precautions that you can recover the original ai.cfg file. For those that would rather not go in to it – I will copy / paste it its contents below. If you do make changes here; you can drastically change how the AI acts. But by building a good force with the linked chart, you will not need to make any changes to the ai.cfg file. I only mention it to give better understanding to how the chart interacts to the AI.

The basics on how the AI works with these numbers:
It will take the active squad and look at the values I copied in to the AI Upgrade Stats chart.
Come up with a percentage on what that squad is as far as Aggressive, Defensive or Tactical.
A “roll of the dice” to see which one of those it picks based on that percentage.
Then uses that section of the ai.cfg file to determine further how the squad with act that turn.

(File Name: “AI Upgrade Stats (3).zip”)

Copy of the ai.cfg file:
[AiSettings]
AI_Used=DefaultAI

[DefaultAI]
CB_MoveToEnemyObjective=0.6
CB_MoveToNeutralObjective=1.2
CB_MoveToOwnObjective=0.6
CB_SprintToEnemyObjective=0.6
CB_SprintToNeutralObjective=0.7
CB_SprintToOwnObjective=0.6
CB_AttackTarget=1.2
CB_CaptureObjective=2.0
CB_RescueSquadMember=1.0
CB_DefendObjective=1.0
CB_DefendPosition=1.0
CB_DetonateDemoCharge=1.0
CB_MoveToEnemy=1.2
CB_MoveToAmmo=1.0
CB_Fallback=1.0
CB_FindCover=1.2

[AgressiveAI]
CB_MoveToEnemyObjective=3.0
CB_MoveToNeutralObjective=2.0
CB_MoveToOwnObjective=0.6
CB_SprintToEnemyObjective=2.5
CB_SprintToNeutralObjective=2.0
CB_SprintToOwnObjective=0.6
CB_AttackTarget=2.5
CB_CaptureObjective=3.0
CB_RescueSquadMember=0.5
CB_DefendObjective=0.5
CB_DefendPosition=0.5
CB_DetonateDemoCharge=1.0
CB_MoveToEnemy=2.0
CB_MoveToAmmo=1.0
CB_Fallback=0.8
CB_FindCover=1.0

[DefensiveAI]
CB_MoveToEnemyObjective=0.6
CB_MoveToNeutralObjective=1.2
CB_MoveToOwnObjective=1.6
CB_SprintToEnemyObjective=0.6
CB_SprintToNeutralObjective=0.7
CB_SprintToOwnObjective=1.6
CB_AttackTarget=0.5
CB_CaptureObjective=2.5
CB_RescueSquadMember=1.2
CB_DefendObjective=1.2
CB_DefendPosition=1.2
CB_DetonateDemoCharge=1.0
CB_MoveToEnemy=0.2
CB_MoveToAmmo=1.0
CB_Fallback=1.2
CB_FindCover=1.5

[TacticalAI]
CB_MoveToEnemyObjective=0.6
CB_MoveToNeutralObjective=3.2
CB_MoveToOwnObjective=0.6
CB_SprintToEnemyObjective=0.6
CB_SprintToNeutralObjective=2.7
CB_SprintToOwnObjective=0.6
CB_AttackTarget=1.2
CB_CaptureObjective=3.0
CB_RescueSquadMember=1.5
CB_DefendObjective=1.0
CB_DefendPosition=1.0
CB_DetonateDemoCharge=1.5
CB_MoveToEnemy=1.5
CB_MoveToAmmo=2.0
CB_Fallback=1.1
CB_FindCover=1.1

Post #: 1
RE: Summary of TA AI Upgrade Stats - 4/4/2012 3:53:17 AM   
rosseau

 

Posts: 1084
Joined: 9/13/2009
Status: offline
Awesome. I am going to seriously mess with this file and break the game

But seriously, beyond the "assault" squad, what disciplines lead more toward tactical and defensive behaviors?

(in reply to mbar)
Post #: 2
RE: Summary of TA AI Upgrade Stats - 4/4/2012 11:51:20 AM   
Xerkis


Posts: 115
Joined: 9/6/2008
Status: offline
It's all in the chart in the link above.
;)

(in reply to rosseau)
Post #: 3
RE: Summary of TA AI Upgrade Stats - 4/5/2012 3:00:15 AM   
rosseau

 

Posts: 1084
Joined: 9/13/2009
Status: offline
Ah, an idiot-proof chart. I thought the link was to the AI file. Should have checked. This is a great help. Thanks.

(in reply to Xerkis)
Post #: 4
RE: Summary of TA AI Upgrade Stats - 4/5/2012 6:29:02 PM   
Xerkis


Posts: 115
Joined: 9/6/2008
Status: offline

quote:

ORIGINAL: rosseau

Ah, an idiot-proof chart. I thought the link was to the AI file. Should have checked. This is a great help. Thanks.

You might like the other charts as well . . . . if you haven't seen them yet.

(in reply to rosseau)
Post #: 5
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