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brightcandle

CF_BAI - Dynamic AI skill adjustment for better balancing

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CF_BAI

CF_BAI is an Artificial Intelligence mod that adjusts the skills based on the thickness of the foliage around the unit. AI in woodland will have their skills reduced by configurable amounts to compensate for the games poor balance of spotting and accuracy when a lot of obscuring objects are present. This allows the game to be balanced better without resorting to each mission having its own skill settings.

 

You can read more about why we made this mod and how it works along with a changelog on our website.

 

Current Version

Released: 15/06/2018

V1.3

 

Download

Direct (Github)

 

Steam Workshop

 

Armaholic does not have permission to redistribute the mod as their terms and conditions are not compatible with the license.

 

Requires

Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/

 

Compatible Mods

  • TPWCAS A3 - An AI/Player Suppression Mod
  • ASR_AI  (See docs/tooltips for maximum skills)
  • VCOM_AI (See docs/tooltips for maximum skills)
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6 minutes ago, kremator said:

Thanks @brightcandle.  Is this mod desgined to replace ASR_AI or VCOM_AI or perhaps run alongside them ?

 

Running alongside them is the most likely scenario, this isn't a replacement for those mods, it does a completely different thing. ASR_AI or VCOM_AI add different behaviours so that the AI on a micro level takes better actions, but they don't solve the imbalance in the game with woodland where to the players the AI seem to gain supervision and accuracy compared to urban or more open area combat. CF_BAI focusses on that balance aspect, it doesn't update vanilla behaviours in any way, it just relies on the vanilla mechanics for the skills and makes them change dynamically for the circumstances.

 

There is a bit of overlap with regards to the skill setup as CF_BAI can set the unit subskills and that is something ASR_AI does as well. ASR_AI has a much more sophisticated system that allows changing it for factions and class of unit and CF_BAI simply sets all units the same. Using fixed subskills across all units and factions while you dial in your skill settings might be beneficial to get the right average values faster before then returning to using ASR_AI and the various range of skills.

 

My group runs ASR_AI with CF_BAI (and TPWCAS), they are fully compatible out of the box.

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Thanks SO much.

My squad loves mods like this which improve the game's realism without breaking missions.

They improve the immersiveness so much that it's surprising that BI don't include it by default.

Any chance you could release on Steam Workshop like TPWCAS and ASR AI3?

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This sounds very cool but I'm also interested about the dynamic changing of skill settings in relation to running alongside vcom which also adjust things like accuracy sway ect on the fly during the mission.

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On 16/06/2018 at 10:08 AM, domokun said:

Thanks SO much.

My squad loves mods like this which improve the game's realism without breaking missions.

They improve the immersiveness so much that it's surprising that BI don't include it by default.

Any chance you could release on Steam Workshop like TPWCAS and ASR AI3?

 

Here you are: https://steamcommunity.com/sharedfiles/filedetails/?id=1415343823

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On 17/06/2018 at 7:22 AM, SnakeDocc said:

This sounds very cool but I'm also interested about the dynamic changing of skill settings in relation to running alongside vcom which also adjust things like accuracy sway ect on the fly during the mission.

 

I will look into how VCOM does this, if it adjusts skills then the two mods will likely fight to set it depending on how VCOM wrote it. I may be able to support VCOM_AI's adjustments but no promises yet.

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On 17/06/2018 at 7:22 AM, SnakeDocc said:

This sounds very cool but I'm also interested about the dynamic changing of skill settings in relation to running alongside vcom which also adjust things like accuracy sway ect on the fly during the mission.

 

Maybe I am not finding the latest code base but according to https://github.com/genesis92x/VcomAI-3.0

it appears that VCOM AI uses a similar mechanism to CF_BAI for setting the units base skills (and indeed similar to ASR_AI although ASR_AI remains the most sophisticated)  and doesn't do any dynamic updates after that initial setup. So VCOM_AI is compatible in the same way that ASR_AI is, either use VCOM settings to set the AI subskills, in which case you should leave CF_BAI maximums on 0.00 (the default) or just use CF_BAI's maximum skill settings which are a bit easier to tweak since they are in a nice menu and can be updated mid game if need be.

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Released v1.3.1

Fixed a bug where the maximum skills were not corrected retrieved resulting in lots of script errors in some circumstances.

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On 6/15/2018 at 6:35 PM, brightcandle said:

...

You can read more about why we made this mod and how it works along with a changelog on our website.

 

 

Anyone else getting this when trying to connect to above link?

 

Quote

www.charliefoxtrotops.eu uses an invalid security certificate. The certificate is only valid for www.charliefoxtrotops.com (Error code: ssl_error_bad_cert_domain)

 

 

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3 hours ago, KeyCat said:

 

Anyone else getting this when trying to connect to above link?

 

 

 

Sorry we moved to a .com this week and missed the links here on BI forums.

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Love this addon, is there anyway you can implement skill adjustments for Weather like heavy rain and more importantly fog? Thanks for all you do.

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