AI Feedback Thread
I think there is no doubt that there is something not quite right with the skirmish AI in Tiberium Dawn. Just saying "its realy bad" would not be constructive in any way though, so i took some time to observe and test a bit and tried to put together some basic Information what the AI does and doesnt do in an attempt to help with fixing it. Feel free to add to this post if you have any usefull Information.
difficulty: Medium and Hard
Faction used for testing: GDI
Tech Level: Max
Superweapons: enabled
Gamespeed: normal
Buildings:
does build:
- 2x Barracks
- 2x War Factory
- 2x Helipad
- 2x Power Plant
- 2x Advanced Power Plant
- 3x Tiberium Refinery
- 1x Radar
does NOT build:
-Silos
-Service Depot
-Advanced Comms
-Guard Towers
-Advanced Guard Towers
Upon building an Advanced Power Plant, the AI will sell a normal Power Plant, which means there is a maximum Power of 400, which with the buildings in play is sufficient to not result in low Power. Three Tiberium Refineries means a maximum of 3000 Credits at all times (1000 per Refinery), since no Silos will be built. Buildings will be repaired if they enter the red zone. Lost buildings will be replaced if possible. Upon losing all production capabilities, the AI will sell all buildings.
Units:
does build:
-Minigunner
-Grenadier
-Engineer
-Rocket Soldier
-Scout
-APC
-Harvester
-Tank
does not build:
-Orcas
-Transport Helicopters
-Mammoth Tanks (Not possible due to tech tree conditions not met)
-Artillery like Rocket launchers (Not possible due to tech tree conditions not met)
-Commando (Not possible due to tech tree conditions not met)
Overall, the AI uses only Infantry if there is a choice(usually 10-15 Infantry at maximum) and it will replace lost Infantry Units immediately. If destroyed, Harvesters are replaced until there are three again. Lost Orca units are not replaced. If both the Construction Yard and all Barracks are destroyed, the AI will build Vehicles in a very limited capacity (2 at all times). It will mostly build Scouts and APCs, rarely a Tank.This may be due to being short on credits. Attacking Harvesters with ground Units triggers a defensive response, however doing so with Air Units does not, even if anti-air is available in the form of rocket soldiers.
On lower tech levels, this behaviour persists, with a curious exception: In a tech level 3 game the AI built way more Tanks than it did on hard, but still needs to be "forced" to do so due to lack of alternatives (all baracks and construction yard destroyed).
I know the source code is available, but I'm not a programmer so i cant comment on that front. There are a bunch of people who do though and a bunch of pull requests have already been made if I recall correctly, so that may be worth for the Team working on the game to check out.
From what i was able to observe myself aka what is written above, the AI seems to be having a kind of priority list it checks (like number of buildings, units, harvesters, etc.), but i have a feeling it gets stuck somewhere down the line? Difficultys with programming it could also have to do with the fact the "legacy" version of Tiberium Dawn didnt have AI skirmish with bases?
Anyway i hope this helps in some way resolve some of the Issues with the skirmish AI.
Cheers!
EDIT1 29.06.2020
After the initial round of testing i switched to NOD to look for differences, there are a few, but overall the result is still the same:
difficulty: Hard
Faction used for testing: NOD
Tech Level: Max
Superweapons: enabled
Gamespeed: normal
Buildings:
does build:
- 2x Hand of Nod
- 4x Airstrip
- Tiberium Refinery
- Power Plant
- Advanced Power Plant
- 1x Radar
- 4x Helipad
- Turret
- Obelisk of Light
- Sam Site
does not build:
- Temple of Nod
- Service Depot
- Silos
The Nod AI does not seem to have the same limitations when it comes to buildings, as it builds way more of everything, including static defense. On the flipside of things, i would say it builds too much static defense, to the point where it blocks parts of its own base with it, resulting in stuck Harvesters/Units and having low Power (visble by building healthbars appearing as buildings take 1 damage when running out of power). Nod-AI builds more Refineries, which means a bigger maximum amount of credits, but its also not building Silos. Behaviour for repairing/selling damaged buildings is the same.
Units:
does build:
- Minigunner
- Engineer
- Rocket Soldier
- Flame Trooper
- Light Tank
- APC
- Buggy
- Harvester
- Flame Tank
- Attack Bike
- Stealth Tank
- Attack Helicopter
does not build:
- Transport Helicopters
- Artillery
- Rocket launchers (Not possible due to tech tree conditions not met)
- Commando (Not possible due to tech tree conditions not met)
- Chem Soldiers (Not possible due to tech tree conditions not met)
Lost Harvesters are replaced until they match the Refinery count. Lost Attack Helicopters are replaced if possible. AI relies on only Infantry for its Attack force (10-ish max). Behaviour for defending Harvesters is also the same, ground Units are Attacked, Air-Units are not even if Anti-Air Units are available. You can force the building of Vehicles by destroying all Hands of Nod and the construction Yard, but the AI will only build 2 to 3 just like GDI. Air Units are used for base defense only, never to attack yours.