Company of Heroes 3

Company of Heroes 3

Advanced AI
1,088 Comments
YouMoMCallME 21 hours ago 
Thanks !
AGameAnx  [author] 21 hours ago 
Update released!

Changes:
- Elefant CP cost updated to patch 2.1.2 value.
- Fixed an issue where AI would build emplacements with population cost even when reaching population cap, leading to it being unable to reinforce its units and also reaching population values not normally possible.
- Game resource rates are now adjustable using sliders rather than dropdowns.
- Further action speed slider value balancing, reducing update count in large unit count situations to improve performance.
- Reduced purchase priority of emplacements when reaching population cap.
- Formatting relevant percentage settings with a % symbol at the end.
AGameAnx  [author] Jul 12 @ 9:29am 
It should work, try resubscribing to make sure you're playing on the newest version.

@Malang Reproduced the emplacement resource cheating issue now, will work on fixing it.
Chaperon Jul 12 @ 5:13am 
Been trying to play this mod lately. The game does not start after loading screen. Tried turning off custom economy and turning pack, doesnt work. Any suggestions?
danyalcountry Jul 8 @ 10:45pm 
please fix mg setup when encounteering infantrry sometimes itt faces commpletely wrong dirrecttion as soon as it sees infantry itts funny xD
AGameAnx  [author] Jul 8 @ 6:34am 
Hmm, this is with custom economy on right? Thanks for the details
Malang Jul 8 @ 2:56am 
Bug report here.

When Ai plays 'Luftwaffe Battlegroup', AI repeats actions below :
1. Try to build Cache or Bunker.
2. AI orders to build Cache or Bunker but sometimes, there's no manpower cost
3. AI Cancels building
4. Manpower retrieved(!!)
5. Spam Units or Bunkers with copied manpower.

Because of this, at 3:00, AI has 8 units, and 1000 manpower.
In 7 min, AI reaches 97 pop but still has 784 manpower.

When AI's pop reaches cap(100 for my config), AI starts to spam bunkers and Flak 36 AT. Moreover, I can't know how AI did it, but AI ignored 100 pop cap and started to build more and more Flak AT everywhere.

Now, tons of Ai's Units are stuck in their base : In my opinion, because of the pop limit, reinforcement is impossible -> those squads are not in perfect condition, so they don't come out.

At 26:42, now AI reaches manpower cap : 9999, and most Ai's units(10 squads) are stuck in their base : waiting for their meaningless reinforcements forever.
DaddyIssues Jul 7 @ 12:23pm 
Care, USF AI is broken and plays extremely poorly. Losing a good 90% of matches unless baby sat
AGameAnx  [author] Jul 5 @ 2:17pm 
Please send me your warnings.log from C:\Users\_\Documents\My Games\Company of Heroes 3. I'm spectating others, playing myself, no issues. At least let me know if you're using a special lobby setup, it should work fine baseline...
Dreamkiller Jul 5 @ 1:40pm 
the game doesn't start after everyone finishes loading, stuck at the loading screen. Tried to re-subscribe, no luck
AGameAnx  [author] Jul 4 @ 6:29pm 
Every person needs to resubscribe to get the newest version, unfortunately this is a game bug and I can't do anything about it.
Stovi Jul 4 @ 5:52pm 
I can play the mod myself alone but not with others even tho it says they have it..
Stovi Jul 4 @ 5:52pm 
We are also having issues loading the mod when others are joining. We have tried re-installing, restarting and even deleting the folder etc. Nothing works! :SkullofDoom:
AGameAnx  [author] Jul 4 @ 1:06pm 
Try disabling custom economy.

But even so, the results will be much worse than playing this mod vanilla. Big change tuning packs aren't directly supported, there's a lot of coding of unit behaviors by hand, so when the tech tree, abilities, ranges, and units themselves are different, the mod doesn't really know how to handle that.

There's a base behavior for infantry and vehicles, and vanilla AI can handle purchasing things, but yea it'll have lots of issues.

I'd have to implement support for those mods by hand, which I've considered for a bit, but upon researching it, I realized it's a pretty unreasonable amount of work heh.
TK-1421 Jul 4 @ 12:55pm 
Hello! Just tryed an 1vs1 against the AI using Spearhead Mod and that Mod, but the British AI only produced 4 Infantry Units and that was it. Anyone else had this Problem?
AGameAnx  [author] Jul 4 @ 11:56am 
First thing to try is always to resubscribe to the mod to make sure it's updated.
AGameAnx  [author] Jul 4 @ 11:55am 
Hm, seems to work fine for me. Please send me your warnings.log from C:\Users\_\Documents\My Games\Company of Heroes 3
MegoDeath Jul 4 @ 11:23am 
It is broken version
asv21 Jul 4 @ 11:20am 
Map is not loaded with this mod.
YouMoMCallME Jul 4 @ 10:53am 
Super !
AGameAnx  [author] Jul 4 @ 9:47am 
Update released!

Changes:
- Reworked/fixed repair depot functionality.
- Implemented functionality to make AI vehicles stop and wait for repairs when they aren't initiated by AI itself or initiated by autorepair sources.
- Implemented Carro Armato M13/40 machine gun upgrade.
- Kettengrad added to indirect unit group for large scale movement considerations (will avoid enemy better).
- Reduced priority of purchasing BAR upgrade.
- Bulldozer bunker buster target filter switched from generic clump to satchel, updated range.
- Minor adjustments to light vehicle safety parameters.
- Added a small 'AAI' text to bottom right of the screen indicating that the mod is active in-game.
- Bug fixes (see notes for details).
vadim.amiev Jul 2 @ 9:18am 
Как включить мод в игре?
AGameAnx  [author] Jun 28 @ 1:12pm 
Thanks! Correct, 100% means no difference from normal players & game. Basically if you don't touch that setting then AI won't be getting any combat bonuses.
Andromeda Jun 28 @ 1:05pm 
Hello! I love your mod!
My friend and I've been playing with it for a long time now.
I just a have a question:
What do percentages of AI infantry received accuracy actually mean?
What if I want to set my bots without any advantages so they would not differ from actual people, should I set it to 100?
dd_penny Jun 26 @ 1:07am 
Ok thanks.
AGameAnx  [author] Jun 26 @ 12:10am 
Try to resubscribe to the mod to force it to update. The auto-update has been bugged since release of the game, I can't do anything about it on my end unfortunately.
dd_penny Jun 26 @ 12:00am 
I can't play the game. No crash. It just won't start.
Dead Man's Hand Jun 25 @ 9:23pm 
Oh I just had to re-sub to make it work.
AGameAnx  [author] Jun 25 @ 2:16pm 
The crashes should've been fixed with the update. Please let me know more details if they are still happening, I tested for a few games and had no issues. And if possible, send warnings.log after the crash, which can be found in C:\Users\_\Documents\My Games\Company of Heroes 3
Dead Man's Hand Jun 25 @ 11:41am 
For anyone else the mod cause crashing?
AGameAnx  [author] Jun 25 @ 10:41am 
Update released!

Changes:
- Patch 2.1.0 support.
- Fixed an issue where AI might force retreat engineers from a friendly AI player when requesting vehicle repairs at base, causing issues if bases are far apart.
- Increased AI engineer purchase priority when having a lot of vehicles.
- Fixed AI unlocking M26 Pershing and King Tiger 1 CP early.
Cyan Square Jun 22 @ 8:55pm 
It's a very nice mod, thank you! Playing against AI became fun again.
YouMoMCallME Jun 9 @ 3:44am 
@Noire
If you experience any problems or bugs in the mod write in Discord and they will be fixed.
Noire Jun 9 @ 3:03am 
More like 'Ally stupid' mod
nini666170 Jun 6 @ 5:52am 
Hello, but I have the same problem as you.
A lot of soldiers and a few vehicles. However, I put more fuel in and set vehicle preferences, but nothing happens.
chaky Jun 4 @ 6:23am 
AI don't produce vehicles.is it my setting problem?
Ander7290 May 29 @ 8:11am 
amazing coding but how the we gonna beat it
Nugget May 20 @ 8:51am 
I've turned AI custom economy enabled like you told me, but both of Germany side expert army are acting dumber like standard
RockWoo May 18 @ 10:56pm 
Okay for some reason the AI, when it is given "Very High" starting resources, doesn't tech up fast and get the heavies. But when the starting resources are normal or just "High" but it has increased fuel income, it very nicely gets a Tiger and other mid vehicles. Okay that works for me.
RockWoo May 18 @ 10:21pm 
AI is just sitting on 500+ fuel for some reason. What I want them to do is field a lot of tanks. What am I missing.

Great work btw in general.
ColldGhostt May 17 @ 7:27pm 
Got a mod few days ago and its very good. Thank you. And everything is clear with explanation next to every setting.
Vircyo May 17 @ 4:06pm 
this mod just makes the AI abuse map hacks even more with indirect fire and staying out of range of all their counters because they have perma vision of everything I do
AGameAnx  [author] May 17 @ 7:46am 
@GerminhSoviet I mean, I'll look at it, but its been in my sights for many patches now. I suspect it's more of an issue that you're blowing the heck out of all the pioneers by the time you reach the opponent base in your long annihilate games or something. Or maybe it's an issue specifically with heavy vehicles which have absurdly high purchase priority, that would be kinda difficult to debug. Overall it's a really annoying problem to debug hour long games, even with the speed up that's available in -dev mode.

@中国精神病人 make sure you're playing with custom economy on. I'll keep the issue in mind and check though, thanks.
GerminhSoviet May 16 @ 1:19pm 
Just referencing the earlier comment about AI hoarding critical HP tanks in their HQ, I think it starts to tip the scales exponentially because they occupy dead space and pop cap while they sit in base waiting for repairs - can this be fixed by any of the following?

- produce more repair units
- prioritising repairs vs combat
- faster repairs
- not retreating all the way back to base to repair
Nugget May 14 @ 1:29am 
African Germany built a lot of halftrack and they just keep moving forward and reverse to their HQ repeatedly. I don't know if this is an issue supposed to be reported
Roids May 13 @ 9:30pm 
That makes perfect sense then man. The AI you have made is so much more reactive with moving their AT guns around and retreating from danger. Hopefully your plan can come to fruition. I just don't understand why developers are resistant on making good AI and then never releasing the code to allow modders to easily change the AI and fix it...
AGameAnx  [author] May 12 @ 2:24am 
@Tankerspam no idea what could be wrong. I test in skirmish all the time. If you could send your warnings.log (located in C:\Users\_\Documents\My Games\Company of Heroes 3) to me, I could maybe fix the issue.

@Roids the reason it's disabled is because the logic for towing is extremely simple and I don't want AI to be wasting those expensive units. The plan is to make AI move those weapons to locations akin to where it would place emplacements and actually be able to reposition them as well. Current towing simply drives the attached weapons to the frontline and that's it.
Roids May 11 @ 11:08pm 
That is awesome that they can use the tow feature. Can I ask why the 17, 88, etc are disabled for them? Also please for the love of god DO NOT LEAVE THIS GAME before they are done with updates. Your AI is a MASSIVE difference and their tactics are just so profound compared to vanilla. Thanks for all your work!
Tankerspam May 11 @ 8:18pm 
I'm having issues with the Skirmish game mode. Everything works fine in multiplayer. If I try to play a 1v1 vs AI in Skirmish it will load and then say "Press any Key to conitnue" - I press any key and then it just keeps loading. I've let it run for 10 minutes before just Alt+F4ing. I've tried different maps and have no tuning packs.
AGameAnx  [author] May 11 @ 4:53pm 
Currently things like 17pdr, 88 and american heavy AT are disabled. AI can tow basic stuff like AT guns, field guns, heavy mortars closer to the front after it calls them in, but that's it.