note that there is a distinction between AI and AIx for Sorian whereby AI plays with normal resources and conditions a human player would have and AIx has a multiplier to it's economy, thereby classifing it as a "cheating" AI (and a very interesting and fun challenge to beat).
Patch 1.11 - The AI PatchNew Features:New AI categories are now available via the Skirmish or Multi-player lobby menu:Air: Focuses on Air units.Land: Focuses on Land units.Rush: Focuses on large amounts of land units and less on defense.Balanced: Balanced between Land and Air.Naval: Focuses on Naval units.Turtle: Focuses on defenses and Experimentals.Random: Chooses one of the above based on various factors.Added the Steam avatar for each player on the multiplayer summary screen: This will let players click on the avatar image and access that player's Steam profile. From there, they can add that player to their friends list if they've had a good matchAdded Mic Icons display in game when bringing up the in game score menu (F2) allowing players to mute individual playersImprovements:Added anti-cheating code that will detect modified lua files and prevent playing with unmodified users. This also prevents achievement and leaderboard updates. Still permits playing with others who have identically modified their games.Disconnections in Ranked: The game now tracks the number of disconnects a player has during Ranked 1v1 matches. If you exceed a certain percentage of disconnects to games played, they will count as losses instead of wins.AI Improvements:The AI will no longer get stuck in its startup build sequence if rushed or if there are build restrictions in place.The AI will choose an appropriate archetype based on unit restrictions.If a unit type is restricted the AI will act as though the unit does not exist in the game.AI will now group units based on their target enemy's threat.AI will now group experimentals based on their target enemy's threat.If the victory condition is Assassination we are artificially inflating the Neural Net data to make attacking the ACU more desirable for both Land and Air units.AI can now respond to being attacked my Nukes or Artillery, even if it cannot see where it is coming from.Fixed a bug where threat build conditions were not being used.The AI should no longer attempt to send attack platoons to unpathable areas.The AI will hold back units until it thinks it has enough to make a push based on defensive intelligence.Fixed an issue where the AI would constantly pull units back to attack an expansion base instead of pushing forward.The AI will no longer build more than 3 transports unless it has land units and it is not a land map.Added AI response to make a land AI get land unit AA upgrades if the enemy has air units.The Naval AI will not build more than 3 subs unless the enemy has Naval.If Research is disabled the AI will not build research facilities.The AI will add a small amount of threat to all enemy start locations so it knows where to find them.Platoons will try to only attack areas where they think they can do enough damage before dying.The AI will react to enemy TML, artillery, or Experimentals by building more shields and placing them closer together.The AI should send a more appropriate number of units based on enemy threat.AI will build and use Mass Convertors.If the closest enemy to the AI is a lot weaker than the other enemies the AI will focus on the weak enemy.The AI's air units will wait longer before re-evaluating which target to attack.The AI's NUC will now check for pathability before firing units.The AI's Nuke Launcher will now check for pathability before firing.You can now select which AI type you would like to play against from the dropdown in the game lobby (random is still an option).AI will build factory shield upgrades more often, not just when the enemy has air.Factory upgrades now have a threat value.AI should react better to an enemy having nukes.AI will not build research stations if it already has everything researched.AI will not build a mass convertor until it has enough energy to convert.Added bigger Air and Land platoons.When a build item has a resource type of All the AI will use Slush first.Added build conditions to check for current target enemy threat.AI air scout platoons will now path around threat as much as possible.Mass convertor research is now a higher priority for the Turtle AI.Changed some threat evaluation when deciding where to attack.AI will build fewer MMLs and Mobile Artillery.Added a new function to store the victory condition for the AI.When an AI unit dies it will add threat to the instigator's location to warn other units.Added some anti-turtle measures.Fix for units that were built outside of the AIs base not being used.Fix for AI not using its full base radius.Land AIs on Island maps should build Air factories to build transports.AI should send platoons when it is at unit cap, no matter what.AI will space out naval factories more to prevent blockage.The Ranked maps have been updated to:Markon BridgeClark Training CenterCoalition Ship YardArctic RefugeOpen PalmsFinnÃ¢ï¿½ï¿½s RevengeFixes:Fixed units arriving from Space Temple teleport immunity to Magnetron effectsFixed Engineer pathfinding in crowded conditionsFixes for occasional crash if Client disconnects at the same moment Host launches Ranked gameFix for Crash / Soft Locked: Players can get soft-locked in the 'Starting Game' screen if other players disconnect when matchmaking begins 'Starting Game'Backspace will reveal all characters in the edit box when you have more characters than the visible sectionTuning and Balancing:Capturing units now provides the same experience as killing them
AI in an RTS game has been notably difficult to create since the start of the geanre. There is a very very simple reason for this. It's not actually an AI In other words the computer scirpts don't really posses proper inteligence or adaptability. With time a player is always 100% able to figure out how to beat a computer simply by the fact that a human player can adopt. (if the AI is constrained by the same laws) Hence in every RTS out there an AI always needs to cheat to play the game, sometimes it is just more obvious to see (like your mineral count) other times it's cheating and you just don't know it.Programing for inteligence in games is not an easy task like you think it is, much more so for RTS games.
In older versions of the game, the Hard AI would play at its best without cheating. Selecting a higher level would increase the performance by cheating, gaining extra resources. Since DE, the AI plays at its best at the highest possible level (extreme) without cheating. However, the AI at this level is not a challenge for players above a rating of 1200, and there is nothing higher than that.IMO, the AI should perform like in older versions, so the current extreme level should be Hard, and above that, it should cheat a bit. This would make it more fun to play for guys above 12++ and also other AIs could face it at that level scale because developers of AIs consider the older scale.
So you wil have the same issues with the old AI. The current extreme AI without cheating is much better then the old AI with cheating. So they are already improving the AI. It is not like the AI is made worse, because they dont cheat anymore. No, the current level of the AI is much stronger, even without cheating.
Using cheats in video games is not illegal, but there are some risks involved. While cheats can make the game play more enjoyable, cheating can also get you banned from the game. Therefore, it is best to use these codes with caution. In this article, you will learn about some of the risks associated with cheating in video games.
Last week when i played a game with a cheating ai i was right beside him and started building turrets to defend my base because i knew cuz i was close to him he would use land i defended fine in that game Then a week later did the exact same thing and they got their units to jumpjet over my defences?? WTF and they sent their commander to flipin teleport in my base i mean is that normal!!!!!!! for a cheating ai!! Comment below if this has happened to you and you have noticed it too 2b1af7f3a8