Jump to content
Protegimus

Zeus AI Combat Skills

Recommended Posts

But the more I play into the SEAL TEAM SIX campaigns and Chesty Puller,which have some rather close engagements besides standard long range fire exchanges, the more I am impressed by the CQB abilities of both my opponents and my AI squadmates.

On Chesty puller now, mission 2 and im trying different approaches to the village, this ZEUS and Ace2 .. is outstanding, its a great campaign, not many campaigns ive bothered with, even BIS ones but Im hooked on this one. I guess its off topic but does show these mods working like a dream.

Share this post


Link to post
Share on other sites

it rocks.what is the range of compatibility?I mean,does this work with usermade units?

Share this post


Link to post
Share on other sites

Yes it does because they are controlled by the same AI as the Bis ones^^

Share this post


Link to post
Share on other sites

ArmA II Zeus AI Combat Skills is updated to version: 1.04

If you use the full download link and already have previous release installed, please remove it before installing the new version.

The ArmA II patch to version 1.05.62017 justified a small decrease in aimingAccuracy upper skill value to improve firefights.

Also, a new module, zeu_cfg_core_ai_sensors.pbo is included to improve and balance tank & aircrew ability.

Download via Yoma Addon Sync has been added.

Download links in first post.

Share this post


Link to post
Share on other sites

I'm getting the message that I already have 1.04 for ACE (but not the standalone). Is the ACE download an old one?

Share this post


Link to post
Share on other sites
I'm getting the message that I already have 1.04 for ACE (but not the standalone). Is the ACE download an old one?

The ACE2 version isn't updated mate!

You changed the names of the .pbo's?

No, just added the additional zeu_cfg_core_ai_sensors.pbo

Protegimus

Share this post


Link to post
Share on other sites

Absolutely, the best combination is undoubtably Zeus AI together with ACE2.

Playing on a server without it just doesn't provide the same experience to me.

A number of co-op server admins (including some of the largest in the community) and players provide positive feedback, so I know it's doing its job.

I have a small (post ArmA 2 version 1.05 patch) update for the ACE version that will be ready for release soon.

The ArmA 2 update was about bringing that version into line feature wise, plus it has the post ArmA 2 version 1.05 patch update already included.

Hopefully BIS will continue their AI development as promised too. I will be very happy when the base game meets or exceeds the standard achieved using this and other AI mods such as GL4.

Protegimus

Share this post


Link to post
Share on other sites

what about the bug that ai get stuck in danger mode will it get fixed with zeus ?

Share this post


Link to post
Share on other sites

To anyone dissatisfied with the default accuracy settings of the Zeus AI mod, what are your accuracy settings?

Share this post


Link to post
Share on other sites

Edit: problem solved

Edited by Njayjay

Share this post


Link to post
Share on other sites

Is there any way to increase the accuracy of snipers and marksmen without altering the accuracy of other units?

Share this post


Link to post
Share on other sites
Hi Protegimus,

I didn't find that line in my file. What I found was:

  // GL4 Enemy A.I. Difficult Level:
 // ==============================================================
 // Choose True or False to enable/disable this feature completly
 // True / False, default is True
   GL4_Global set [30, False];

GL4_Global set [29, False] is now under a line that says:

// Enemy A.I. Body Remove:

Should I change the one for 30 instead?

It looks like the latest version of GL4 has changed this setting around yet again. In my config file, array 36 seems to be what you want to turn off:

//GL4 Enemy A.I. Difficult Level:
//=======================
//Choose False to disable this feature completely.
// True/False, default is True
GL4_Global set [36, False];

However, after doing this and making sure that ZeusAI gets loaded *after* GL4, I'm still having problems with AI not firing at each other at very close CQB ranges. This problem seems to go away when I take out GL4 from my mod list and just test ZeusAI along with ACE.

EDIT:

I've reloaded everything again and now it seems to be behaving properly. Does white space matter in these files? If so, they GL4_Global line was indented which was causing the problem. Also, I've noticed that without a waypoint, the peripheral vision and ability of the AI to sense enemies close to them but not right in front of them is very poor. If you load up TM2 and drop in a BLUFOR without a waypoint, then spawn an OPFOR on a 2 o'clock position from the BLUFOR, they will not detect each other due to very poor peripheral senses. But if you give BLUFOR a "Guard" waypoint, his peripheral perception increases dramatically. He can sense and react an enemy infantry on his 3 or 9 o'clock positions as you would expect a real person to do.

A few other things I've noticed about Zeus AI:

-AI still rarely uses smoke to withdraw.

-Grenadiers rarely fire their GL's when enemy AI is clustered into a group.

-Medics blindly rush into the line of fire to heal wounded and get shot themselves. I have yet to see a medic attempt to drag or carry wounded to a safer position.

Suggestion:

There is fairly active group of people here who are committed to help in any way we can to improve ZeusAI and GL4 (and how they interact with each other). Some ways that we might be able to help you guys continue to improve your wonderful work:

-Set up a bug/feature tracker on dev-heaven.net that we could all post bugs and feature requests to.

-Come up with a standardized set of SP missions that are good for testing the AI under certain conditions that we all could run and report back the results. Troopmon2 would be useful for this. For example, I use TM2 to spawn an OPFOR and BLUFOR right next to each other and watch how long it takes for them to notice each other and fire on one another. Maybe we could help you guys put together a little mission pack that would test the AI in all kinds of conditions, then we could all run them and report back odd or broken behavior.

Edited by node_runner
update

Share this post


Link to post
Share on other sites

Does you mod deal with the heavy suppression of team AI when in contact, I post here and in GL4 as im not sure which is having the effect. I remember a post about the ammo level being checked to change the suppression amount at a certain ammo level but not sure if it was here or GL4.

Im currently noticing AI are super aggressive with laying down fire. I had 2 AI go prone in a barn doorway and my entire team unloaded 50 percent of ammo at the barn (my ai setting as as per this mods pref setting BTW). They ran out of ammo in less than 2 mins for some members, was a bit crazy.

So far with this and GL4 im trying to find a sweet spot for suppression that seems a little too aggressive and the only issue im having is retaining a team with enough ammo currently.

Share this post


Link to post
Share on other sites
Does you mod deal with the heavy suppression of team AI when in contact, I post here and in GL4 as im not sure which is having the effect. I remember a post about the ammo level being checked to change the suppression amount at a certain ammo level but not sure if it was here or GL4.

Im currently noticing AI are super aggressive with laying down fire. I had 2 AI go prone in a barn doorway and my entire team unloaded 50 percent of ammo at the barn (my ai setting as as per this mods pref setting BTW). They ran out of ammo in less than 2 mins for some members, was a bit crazy.

So far with this and GL4 im trying to find a sweet spot for suppression that seems a little too aggressive and the only issue im having is retaining a team with enough ammo currently.

Hence why in my missions my team mates always have rucks with extra ammo, or are driving around in a humvee with plenty extra ;)

Share this post


Link to post
Share on other sites
Does you mod deal with the heavy suppression of team AI when in contact...

You could try testing without zeu_c_ai_rof.pbo to fall back on default or the other mod's rates of fire in order to isolate the cause.

Any particular soldier class affected, or all of them?

@Njayjay: You do this in the mission editor.

@node_runner: Thanks for the GL4 configuration update. I'll add a relevant note to the readme.

I appreciate the feedback and what you suggest with the standard set of missions is basically how I evaluate changes before any update is released to Zeus for full multiplayer testing. Testing is very time consuming, but the simple scenarios really show up the strengths and weaknesses of the AI following any changes that are made.

Protegimus

Edited by Protegimus

Share this post


Link to post
Share on other sites
Hence why in my missions my team mates always have rucks with extra ammo, or are driving around in a humvee with plenty extra

Totaly agree, but my example is a user made mission/campaign Chesty Puller. AS much as I have ammo truck getting AI to sort out ammo and stop them from waiting/prone in danger mode to go get ammo isnt easy.

You could try testing without zeu_c_ai_rof.pbo to fall back on default or the other mod's rates of fire in order to isolate the cause.

Any particular soldier class affected, or all of them?

Its stock USMC units for the mission as a fireteam, but again Im not suggesting which one is doing it, or that's its a bad things, I would just like to be happy I have some kind of control to tell them to "chill" a bit at times. At one point with the barn i wanted to tell them to hold fire, droves of tracers raining on the barn it was a real sight. I will have a fiddle with what yuour suggesting, im aware of the configs and have it all set right in combination, but now Im in some good missions with enemy im starting to see how super aggressive they are with suppression and ammo use.

Edited by mrcash2009

Share this post


Link to post
Share on other sites

I've tried upping the skill but the AI sniper/marksman accuracy is still appalling. Don't get me wrong I love the mod but this aspect really needs to be addressed.

Share this post


Link to post
Share on other sites

When I change the Zeus AI accuracy in the PBO file, I get an error when starting the game. Where can I configure the accuracy without Arma getting angry at me?

Share this post


Link to post
Share on other sites

I have a question.

Should I literally go into my .Arma2Profile file and edit it as the instructions say?

The values seem to have made combat a little too easy. Before I added GL4, I was playing this on vetmode where friendly AI is at 100 skill and enemy is at 90. Seemed much more difficult then. What should I tweak the values to to make it more similar to how it was before?

Share this post


Link to post
Share on other sites

Yes you should go in there and edit it the Zeus way, otherwise you get AK Snipers

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×