Company of Heroes 3

Company of Heroes 3

Advanced AI
 This topic has been pinned, so it's probably important
AGameAnx  [developer] Apr 4, 2024 @ 9:51am
AI bonuses
Expert difficulty in the mod gets these bonuses:
- Manpower: 1.55
- Munitions: 1.65
- Fuel: 1.25
- Command points: 1.25
- Experience: 1.6
- Starting manpower: 100
- Production rate: 1.6
- Upkeep: 90%
- Popcap: +60

Note, that unlike all the vanilla AI expert difficulties, I do not give it any combat bonuses (other than veterancy gain bonus).

Please read the descriptions provided in-game in the Extra Settings mode about all the bonuses before commenting on them.

It's quite likely that these values may change with updates, I am slowly reducing them as AI improves.

The bonuses of the mod are tuned quite similar to what they were in older games. However, combined with all the general unit behavior and preservation improvements and such, it makes the AI really quite difficult, to the point of providing a challenge to even the strongest players. If you intend to 'play fair' against it (meaning if you plan on utilizing exactly the same strategies as you would in pvp), you either have to be a really good player, or you should choose a lower difficulty. Don't get me wrong though, it's possible to beat it that way, in fact it's particularly weak vs certain such styles.

The difficulty bonuses scale down linearly, where Standard difficulty has no bonuses at all, and Easy difficulty is penalized.

In vanilla COH3, only expert AI gets bonuses. The bonuses are:
- Manpower: 1.4
- Munitions: 1.2
- Fuel: 1.4
- Received accuracy: 95%
- Received suppression: 90%

COH3 vanilla AI bonuses are smaller than other COH games, which is one of the reasons it can feel quite weak in comparison.

For example, COH1 bonuses are as such:
- Manpower: 1.85
- Munitions: 1.85
- No fuel bonus
- 1.35 hitpoints on all units.

The hitpoint multiplier is quite crazy, and of course manpower-only call-ins meant that it could easily spam vehicles against you, despite no fuel bonus.

COH2 had similarly high bonuses, but I think the combat bonuses weren't quite as drastic.
Last edited by AGameAnx; Sep 23, 2024 @ 7:13am
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Showing 1-9 of 9 comments
jefdarling32 Apr 6, 2024 @ 4:38pm 
Im hoping the Mg and AT gun changes were to limit the AI from spamming them so much. I love a challenge which is why I love this mod for the most part. . . . The MG and AT spam got a little wild at times to say the least ahaha.
AGameAnx  [developer] Apr 6, 2024 @ 5:53pm 
No direct adjustments to that just yet, perhaps next update. I too am feeling like it's buying a lot of MGs at the moment, so I'll probably reduce it a bit soon.
GeeNo Sep 4, 2024 @ 9:11pm 
So my friend and I tried this mod out. I consider myself to be pretty good at the game. We could not win against Expert AI due to the cheats they get. We tried meta, non-meta, we had some of the most efficient uses of snipers and MG's since that was all that got us value against the AI. Even when we had fuel control we just could not win, the enemy would have 3 minute Stummel's and so many MG's, vehicles, etc, all with the improved AI.

I think to truly allow this mod to shine, the default setting should really match the level of cheats Relic provides them. At the moment the cheats the AI get make it really frustrating to play against as it is just not possible to win at the moment, for us at least. Against 1 Expert Wehr and 1 Expert DAK, we just could not do it.

To highlight the improved AI, I would let the mod shine on it's own without additional cheats beyond what Vanilla does, as that would allow people to see the AI changes rather than the cheats the AI get. I could understand bumping the cheats up a bit if the AI just keeps getting steamrolled, but at the moment it is way too much.
AGameAnx  [developer] Sep 13, 2024 @ 9:51am 
All bonuses have been reduced as of today's update
Maxnwil Sep 13, 2024 @ 11:11am 
Originally posted by AGameAnx:
All bonuses have been reduced as of today's update

What values were they reduced to?

Edit- never mind, I found the changelog!
Last edited by Maxnwil; Sep 13, 2024 @ 11:18am
mecra Jan 15 @ 8:49am 
I'm having a problem figuring out, but what is Received accuracy: 95%? Is that a penalty against accuracy for units shooting at the AI or is this what the AI gains in accuracy against opponents?
GeeNo Jan 15 @ 12:48pm 
It's a complicated system, I couldn't give you the exact details but I think Tightrope on YouTube had a video about that for CoH 2. Similar in CoH 3, units all have near, mid, and far accuracy stats (chances for them to hit their target) but units also have a received accuracy modifier which affects their chance to get hit as well. I am not sure how it all gels together but basically, units have a chance of being hit, units have accuracy stats based on distance, and then you have to factor other bonuses in like armor (like on some elite infantry) and cover.
If you set the AI difficulty to expert, then add to the enemy a standard and hard AI, does the AI level get overwritten, or is the mod's AI difficulty system is different to the AI level set in the team select screen?

So what is the conenction between the mod menu AI difficutly and the team selection screen AI difficulty?
AGameAnx  [developer] Mar 18 @ 2:43pm 
Mod menu AI difficulty is in fact AI General mode difficulty only.

It's for the difficulty that the AIs that take over player armies will have when AI General mode (the autobattler mode) is enabled. This info should be in descriptions if you hover over stuff.
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