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Try it then post again ;) You will see how amazing the game becomes! No more shooting throw walls and not more super fast reaction bots.
Yes, the values do look like week... But try it and let me know! ;)
I am having a blast with the game and also I cannot understand how everyone complains about the bots and you are the first 3 people posting here ;)
[/script/insurgency.inscheckpointgamemode]
bBots=True
SoloEnemies=6
FriendlyBotQuota=5
AIDifficulty=0.1
bAllowFriendlyFire=True
[/script/aimodule.aisenseconfig_hearing]
HearingRange=3
LoSHearingRange=0
bUseLoSHearing=False
[/script/aimodule.aisenseconfig_sight]
SightRadius=300
LoseSightRadius=350
PeripheralVisionAngleDegrees=25
Apparently what make the big difference between the default bots and this "Fair Bots" is on two parameters: HearingRange and PeripheralVisionAngleDegrees. These makes bots super aware of everything.
While I studied the issue I so people using settings for those parameters in the hundreds! Bots are competitive and FAIR using:
AIDifficulty=0.1
HearingRange=3
PeripheralVisionAngleDegrees=25
Someone used 360 for PeripheralVisionAngleDegrees... That means bots have eyes on their back.
Bots, by default use sound to track players. HearingRange=3 make them "Fair", think about when a bot can hear you 100 of meters away... That's is what I saw people using! Then think when many bots can hear you from far away and can use the sound to know where you are... That is the issue. I tested different values and the most human like is the settings above.
Using that setting you will have fun, and also you will be able to learn the map and try different things as bots will not use "super powers" ;)
Thanks for your time
By default there is no time to reach the point to fight back.
To reduce that issue you can add more allies. That will increase the chances of blocking the checkpoint and allow the player to fight back.
Thanks for posting.
I am having a blast with the modification. Now I can enjoy all the little details the game has!
Be aware that the more enemies the harder it will get. But now you can tweak the enemies. Like I mention. The key things are:
HearingRange: Distance where enemies will be able to hear you if you do not use stealth. Decent values range: 3-7
PeripheralVisionAngleDegrees: That apparently make the vision/awareness wider or narrower. Decent values range: 25-180
Then you can add or remove allies and enemies to balance the game to your like!
Thanks for your time
He hosts servers and tweak the ai far more than this. From what I remember, he also uses ImprovedAi which opens up like a hundred or two hundred more options to configure.
Go to mod io and seach for ImprovedAi, and you can see the extent to what is actually possible to do. With the basic config available, the ai doesn't get fair, but boring, imo.
Or increase capture time, which would impact both you and the enemy team, but it does give you time to get back from a respawn. Pair it with shorter time between respawn waves and maybe additional waves, and that should alleviate some of that issue.
I'd also recommend having the increased capture time with more people on point be disabled, especially for local play. As this makes returning to a defense after dying more likely to happen before the enemy fully captures it.
When it comes to players, you can hear footsteps from sprinting from 35m, and regular movement from 20m. Crouch walk is only audible to the one who does the crouch walk, while slow walk is completely silent to everyone.
This holds true for both ai and bots, although bots have a slow-medium fast walk that is also silent, which is not accessible to players. So if you want it fair, as you call it, the ai should hear you from the same range as you'd hear them on sprint and regular movement.
By the way, my modification is a patch based on some data and me tweaking and understanding how things more or less work. I am aware it is a limited solution, but it is a working solution ;) It fix the issue. Then people can tweak how much the solution impact default behaviour.
Finally, I did not want to make anything complicated as I wanted everyone be able to do it. Anyone can copy and paste text into a file.
Like I said, I am going to take a look to the ImprovedAi mod.
Thanks again!
For Example: frequently linked
https://github.com/zDestinate/INS_Sandstorm/blob/master/Insurgency/Saved/Config/WindowsServer/Game.ini
if you don't know your way around, it's a good thing to get started right away. Unfortunately ultra hardcore.
Using PeripheralVisionAngleDegrees=360 and hundreds of meters of hearing with capability to use the sound to track the player is what allow bots to shoot throw walls.
With the little information I found (that link was one of the sources) I tweaked the real behaviour, in game, to make them fair bots. Basically I have been testing in a 1vs1 the settings. I found that many things do not make sense, other are redundant... And I am happy that I found a quick easy solution to allow me to enjoy the game. I am having a blast every time I play the game now! And because bots are not terminators I can see and enjoy many details that this awesome game has.
By the way, I did read the ImprovedAi mod information. I did not want to use it for two reasons, too complicated. Normal people will not read all the information an neither will even try to use things when they are complicated. I have been creating things for a while now. The other reason, is that most of the features described in that mod looks like there are inside the default game.
I shared that little modification as I notice that many people complained about bots not being "fair" so people will be able to have the great experiences I have!
I hope developers fix this and improve the game to bring more life to this awesome game. Not many games have all the features that this game has and neither they can run like this game does in a decent computer. So I hope, developers bring more life to the game as I think it is like a unpolished diamond. With some work can put to shame many other games.