MP Co-op AI

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Mazikainen
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Joined: Sat Mar 27, 2010 4:50 pm

MP Co-op AI

Post by Mazikainen »

I managed to get a couple of friends to get SOW and we've been playing some sessions over LAN, which is great because the lag is hardly noticeable. My friends want to play only co-op, wisely not confident enough to face me in PVP ;)

We tried to play the mp blocher's knoll scenario from the union side, but the confederate division which was supposed to attack the knoll didn't move even when I closed in on them. I thought that maybe it's because the scenario was designed in mind for the players to take charge of the confederates and so there was no scripted AI to prompt them forward. Is this the case? How can I tell which scenarios are suitable for co-op with which roles?

We ended up playing sandbox against the AI and had lots of fun coordinating out brigades against the AI. It was no match for three human players and got almost surrounded, but made a good retreat and tried to flank our line pretty well.
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Little Powell
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Re: MP Co-op AI

Post by Little Powell »

The way it works for MP co-op is; the AI uses what is called strategic AI. They are going to react and make decisions based on the AI commanders. They may not want to attack Blochers Knoll, they may want to attack somewhere else, or maybe not at all. The enemy will basically behave as they do in Sandbox.

If you want to play an MP scenario historically, it's best to choose a scenario where your side is doing the attacking.
con20or
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Re: MP Co-op AI

Post by con20or »

upthe difficulty or play HITS, courier only!
Mazikainen
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Re: MP Co-op AI

Post by Mazikainen »

Ah, so there is no "scripted AI" enforcing any historical moves in MP? That explains a lot. Maybe Ewell didn't see it practicable to seize Blocher's knoll either :P

Would it be technically doable though, giving AI in the scenario historical starting orders to get them on their way, for example? For dedicated co-op missions for example.

-Mazikainen
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Little Powell
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Re: MP Co-op AI

Post by Little Powell »

Ah, so there is no "scripted AI" enforcing any historical moves in MP? That explains a lot. Maybe Ewell didn't see it practicable to seize Blocher's knoll either :P

Would it be technically doable though, giving AI in the scenario historical starting orders to get them on their way, for example? For dedicated co-op missions for example.

-Mazikainen
Scripted orders were disabled in MP because it causes too many issues. Not to say they won't be in a future release, but they are disabled for now.

Even though I think the GCM guys have gotten a few commands to work before.. But the only one I know of that works 100% bug free is the end scenario time.
Last edited by Little Powell on Fri Nov 25, 2011 5:27 pm, edited 1 time in total.
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