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nicklomas

Best AI improvement mod

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Hi guys I just need some advice as to which mod is the best for improving me ai. The problem I have mainly is that's my AI Franley units failed to engage one shot up properly. Which mode is the best for improving this this?

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Franley units

not sure what that even means...

failed to engage one shot up properly.

Not sure what that means either, but if your saying they dont shoot properly and engage..

Personally the AI mods I use are FFIS and TPWCAS , FFIS makes them move tactically in some ways and actually flank enemies and properly return fire, they also actually react pretty well to incoming fire, and TPWCAS makes them prone, duck or take cover when shot at, it has some glitches sometimes, but if you shoot at some enemy squad, most of the time its quite realistic and they will all take a knee or hit the deck and start scanning for you or go for cover.

I heard VCOM AI has a nice driving mod now called VCOM driving might want to check that out for vehicles.

There are also other ai mods like ASR AI but personally I dont think it improves AI that much.

AISS is another one, I think it changes how AI manuver or something, and makes them able to call down mortars on your or something like that.

If you have any more questions or anything just ask

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Hi sorry I used the dictation in my iPhone to type and it obviously struggle with my northern accent. I'll try FFIS if Armaholic is working again. Cheers :)

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Hi guys I just need some advice as to which mod is the best for improving me ai. The problem I have mainly is that's my AI Franley units failed to engage one shot up properly. Which mode is the best for improving this this?

Try the new and improved AISS mod

http://forums.bistudio.com/showthread.php?t=165908

OR bcombat

OR vcomai

Edited by sttosin

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I use ASR AI3. Think that is better than AISS mod? I was undecided about this 2. No idea how. U think that AISS 2.0 is better than others?

I use AISS now with the new version. BCombat before that. It depends on what you want. The suppression done by AI using the SAMO mod techniques and AI behavior when being suppressed is all in one is perfect for my style. Try it.

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Why new threads keep popping up :j:

My

AI Compilation list

http://forums.bistudio.com/showthread.php?175400-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc&p=2656299#post2656299

Look at the listed addons & Mods and read the description, suggest trying ones that catch your eye and go from there.

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Why new threads keep popping up :j:

...

Günter, I have an idea why don't you or anyone else who wants to, get in contact with the AI mod authors and let them talk about their mods in a single über AI topic. This way, we may find "the solution" for the compatibility problem between AI mods. I mean ASR AI and Bcombat can be made compatible with very minor userconfig changes (Just three lines!) but how many people knows about it? Because even to find such simple information you have to go deep down in hell (second page of google). Most importantly there are tons of AI mods out there which is actually causing more trouble than they solve. This problem is getting bigger and bigger and trust me in the future the community may regret having this much AI mods out there. I actually want to open a topic so that mod authors may meet and integrate AI mods into each other to create a unified and better functioning mod but I'm afraid no one will take me seriously.

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Nart, not that they wont take you seriously, but that as you said theres alot of mods out there and that means alot of work.

i think we need to understand first what issues are arising when you run specific AI mods together.

I'm not saying that the modders wouldn't look into it but when you build a mod and Im working on #9 myself, they are personal as in for yourself, these guys dont

necessarily build a mod just for the community, they do it for themselves first, at least I know of most of the guys feel that way, i surely do,

so what im saying is one guys mod is not another's problem and not to make that sound harsh or selfish or uncaring, its just a reality, each mod is individual, its their creativity, and know how.

In my opinion I think it would be better if we had a dedicated thread similar to what I had put together with the AI compilation list, with listings of the AI mods but...

the community does their own testing and reports what happens be it errors, erratic behavior or what have you, and then make a list of which mods are effected.

Basically a compatibility thread for AI mods, its not a bad idea, but it will take some commitment from those members to want to solve whatever issues are found.

If we can identify what the issues are, then their could be a possibility of maybe the Ai modders to create a compatibility config or someone else to get permissions

from them to make one.

So you could have either 1 config to make them all compatibility based on the identified issues, and or have separate ones based on which mods folks prefer,

so if one likes ARAI, and Bcombat then a config can be made for that, just an idea.

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Günter, I have an idea why don't you or anyone else who wants to, get in contact with the AI mod authors and let them talk about their mods in a single über AI topic. This way, we may find "the solution" for the compatibility problem between AI mods. I mean ASR AI and Bcombat can be made compatible with very minor userconfig changes (Just three lines!) but how many people knows about it? Because even to find such simple information you have to go deep down in hell (second page of google). Most importantly there are tons of AI mods out there which is actually causing more trouble than they solve. This problem is getting bigger and bigger and trust me in the future the community may regret having this much AI mods out there. I actually want to open a topic so that mod authors may meet and integrate AI mods into each other to create a unified and better functioning mod but I'm afraid no one will take me seriously.

Can you share the 3 "very minor userconfig changes" to make ASR AI and Bcombat compatible, or at least provide a link to the post showing this? Thank you.

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http://forums.bistudio.com/showthread.php?173430-MP-AI-Enhancement-Mods-(overview-list)/page2

This thread is old so no necro :) But its totally gold, read every reply you won't regret it.

Nothe: this may break campaign as the AI stays in "combat mode" more than it should in vanilla(Mostly because of Bcombat). You have to tweak Bcombat to your liking also you should change some config for Bcombat to make it campaign compatible you can find the necessary info about Bcombat in its release thread or armaholic download page.

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Can you share the 3 "very minor userconfig changes" to make ASR AI and Bcombat compatible, or at least provide a link to the post showing this? Thank you.

Basically you need to disable any overlapping features between the 2 mods. Both have a 'throw smoke' component? Disable it on one of the two mods. Both do AI suppression? Disable on one of the two. Go through the feature set of each mod and where there is duplication, make your changes.

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probably either bcombat or asr ai

I believe AGM also adds in some ai modifications with respect to accuracy or something like that

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probably either bcombat or asr ai

I believe AGM also adds in some ai modifications with respect to accuracy or something like that

AGM also increases the range in which the AI engages, I believe. ACE2 did that, too.

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AGM is not an AI mod as there is only 1 file in Agm (agm_ai.pbo) that does anything with AI, AGM is a gameplay mod just like ACE2 was.

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Best AI mod/script set, is KAI (its huge). But that's not available widely and really its a certain type of game style its aimed at, fully militarised terrains, almost self sufficient. But the setup to get it to that stage is...well..:butbut: Its by no means an 'out of the box' type mod.

Best available AI mod on its own.. There isn't one, you would have to mix several of them to get the best results, in my view. But I don't play A3 on the whole.

Its hard to provide really great ai, it requires a team, costs money and a few years development, then you'll get reasonably close, but still not perfect. However, few are able to give that time, which is understandable, real life and the need to hold that passion to complete such a large project, stands in the way of most mod makers.. Then of course your doing it for your own style of play, which will be different to most other players needs.

In my view, AI is the hardest of things to get right, every AI mod/script has its drawbacks. Mod's that work out of the box, are better for a quick fix to some AI problems. Which mods those are, will require you to test, and if you want really good AI, that will mean probably hundreds of hours, testing the same set of scenario's, for the type of game-play you want, watching for the slightest differences in behaviour, tactics, ability and the rest, repeat, repeat, repeat repe.. well, you get the idea..

Then there's AI numbers, your system, what can/will it give you, what type of game-play are you after. If you want huge battles whereby hundreds of AI are all fighting together, well firstly good luck with that, then forget any AI mods, because they just won't work properly, too much for your system to think about, might as well use vanilla.

Smaller skirmishes on the other hand, or missions designed with hundreds of AI on the terrain, but limited numbers meeting at one time (say 50-100 AI involved), can be very different and completely doable and give you great AI with the right mix of mod/scripts. I.e. have a ceiling to those amounts of AI that may be involved in fighting at one time. Finding that ceiling will depend on your system, or if your MP in a group, possibly other players systems.

GL4/5 would be good, but few are willing to make missions themselves, with GL4/5 you really have to do that. Even so, you would still have to add in others to get really nice results there, but tactically wise the GL series, out of the box, were/are very good and much copied and indeed were initially based on an OFP mod (I didn't use).

But get a mod with lots of customisable configs, because what the mod maker might like, will invariably be different to what you like.

Those that want a quick fix, any of the available will do that, but each will have a slightly different approach, test them to find out what that is.

There is no quick fix to fit a players own needs, unless of course you make it yourself. Other than that, its just down to testing. Lots of it..;)

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Best AI mod/script set, is KAI (its huge). But that's not available widely and really its a certain type of game style its aimed at, fully militarised terrains, almost self sufficient. But the setup to get it to that stage is...well..:butbut: Its by no means an 'out of the box' type mod.

...And we should just take your word for it? Thats like saying chocolate is the best tasting flavor in the world but its not available to you...well move along now. I have seen your vids on it and it looks interesting...(no comments allowed on said vids for discussion) but why not share instead of telling everyone how great it is and how they can't have it.

I had to :)

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... why not share instead of telling everyone how great it is and how they can't have it.

Mainly because its not mine..:D

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Yeah yeah yeah , looks swell but who the fuq are these guys that can't release it to the public..? what is some Ivy league school hazing required before you daresay, approach the sacred circle? All the pomp and selling of exclusivity just comes off as pompous and derpy as in the end: it's a fricken bot mod not the secret codec to a magical realm of limitless porn!

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it's a fricken bot mod not the secret codec to a magical realm of limitless porn!

Tell me more of this secret Codec ???

:p

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As A modder of AI myself I have no issues with other modders making there mod's compatible to AISS, or SAMO. I've tried. AlIve has help me quite a bit. AISS still has some conflict with AlIVe but for the most part they are compatible. As to why we all don get together. Well Gunter said it perfectly AISS started out just for me and my son. But it actually got pretty good in the beginning. Me being a people pleaser tried to make everyone happy, and unfortunately its just not possible.

That being said yes just like with sound mods. Jsrs and SOSP are both wonderful sound mods. Both have strengths and both have there weaknesses. I've often wondered if both theses guys/teams got together what kind of sounds we would have. lol Its all about personal tastes. I love them both and am greatfull to both LJ and BigPickle for there efforts and hard work either way.

I like All the other AI mods that I've tried. But AISS fits me. Fits all the stories from my grandfather and other realitves/friends thats been in combat. Not perfectly but closer to it. Does that mean I think Bcombat or ASR or anyother AI mods stink.... NOOOOO!!! lol They have there own taste and are very very talented at what they do and I also appreciate there hard work and efforts to make Arma3 experience more real.

Another thought about taste here. I love my wife more than anyone in the world. We both love spaghetti. I thought I made the bestest spaghetti in the world. When I cooked it up for her for the 1st time I KNEW she would love it. Politely she said yes. lol BUT as our relationship grew and we got to know each other. I found that she loves spaghetti salty as all get out!!! lol Drove me nuts! lol But in short. Not everyone out there has the same taste.

Even though Bcombat may be someones absolute favorite I could say try AISS is the bestest!!! lol but Bcombat may be more salty which is what you would prefer rather than sweet sweet AISS. ;) Give these modders a break. ;) Modding is not easy. Especially AI modding. lol

I personally have put in 1000's of hours in that little program. Many nights of no sleep trying to make everyone happy. Another note. Its all free. ;) So when Fabio or Rubelo or me sorry guys I know I probably spelled those wrong, but when we release our mods. PLEASE dont gripe and complain about how it doesnt do what you want. Because we are doing this for free for you! I guarantee they have put in as many hours as me or even more on this stuff.

Be patient, because most of us would love to make you happy if it is possible. We love suggestions, and feedback! Trust me its great! But Its really annoying after you just spent 18 hours a day for about a week to get a release out that you know will make most happy only to have that 1 guy that there is no way your're going to be able to wave that wand to make him happy. SO do me and the rest of us a few little favors. Recognize that 1)its all free 2) we work hard on this stuff not just for us, but for you, and 3)Lets us know how much you love that mod before you make suggestions. and keep it at that suggestions. ;) Honey goes a lot further than vinager and chances are we will do our best to get it closer or compromise a bit to help your experience. ;)

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I don't think its currently all that obvious without a lot of work what you need to do to get the various AI mods working together and what potential bad interactions they might have. We run MCC (gaia) with ASR_AI and TPWCAS and that seems to give a reasonable experience but its all designed to work reasonable well together. I would like to try some of the others but I am not going to drop MCC as its how I make most missions so really compatibility with that is super important to me and since none of these projects directly talk about interoperability I kind of assume they aren't.

So the question is what do I need to do to get AISS working with MCC and is that even possible?

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I don't think its currently all that obvious without a lot of work what you need to do to get the various AI mods working together and what potential bad interactions they might have. We run MCC (gaia) with ASR_AI and TPWCAS and that seems to give a reasonable experience but its all designed to work reasonable well together. I would like to try some of the others but I am not going to drop MCC as its how I make most missions so really compatibility with that is super important to me and since none of these projects directly talk about interoperability I kind of assume they aren't.

So the question is what do I need to do to get AISS working with MCC and is that even possible?

As to the first part... nothing in Arma is obvious... it's what makes it fun. So many "ahah" moments once you get under the hood... but i digress...

I use Aiss with MCC daily... if you are playing SP you shouldnt have any issues... I do get the odd waypoint assigned which i can move to the objective but as far as Gaia and Aiss interactions... I havent noticed anything unusual... all the opfor are where they should be and the objectives are spawned...

This mission was generated using mcc ... the only thing i had to do in the editor is make sure the cas and transport choppers were synced to Aiss exclude so it didnt issue them waypoints.

All the Ai mods represent a ton of work from the authors and you really should try them all to see what works for you best ;)

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AGM is not an AI mod as there is only 1 file in Agm (agm_ai.pbo) that does anything with AI, AGM is a gameplay mod just like ACE2 was.

AGM AI does so something to the AI, which is my point. All I believe it does is increase the range at which they can engage at, which is what I believe ACE did, too.

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