Raven TA AI

The Raven TA Compilation Pack contains a complete AI, utilizing 18 different AI profiles. To optimize the AI performance, many of the ota map files were modified, ensuring each Cavedog map selects the appropriate AI profile. The AI makes use of the Easy, Medium and Hard difficulty settings. I've tried to widen the difference between Hard and Easy so players will be able to set the AI to match their skill level. The Hard setting can be quite difficult, especially on larger maps. So remember you can always play on easy if you keep loosing.

Although the AI was designed for the Raven TA Compilation Pack, it works equally well for TA Core Contingency. TAM users will find that the TA-Mutation TC tab allows them to select the base file for the pack under the name "Bugfix(RM)". This allows you to play TA CC with all the Cavedog bugs fixed, using the Raven TA AI.

 

AI Notes

PROFILES

  • Acid
  • AcidMet
  • AcidWin
  • AirBattle
  • AirMetal
  • AirWind
  • Default
  • Hover
  • HoverMet
  • HoverWin
  • Metal
  • SeaBattle
  • SeaMetal
  • Urban
  • UrbanWin
  • WaterWrld
  • Wind
  • WindMet

AI STRUCTURE

1) ACID

Default AI for maps using lots of acidic water. AI will build limited ground units then go for Hover and Air. No water or amphibious units will be built.

  • ACIDMET

For metal maps with acidic water. AI will behave as for the ACID AI but will build no metal makers.

  • ACIDWIN

For windy acid maps. AI will go with wind power.

2) AIRBATTLE

Default AI for maps with an impassable barrier separating opponents. AI will concentrate on air power.

  • AIRMETAL
  • AIRWIND
3) DEFAULT

This is the default AI used by TA. It should be used for all maps which don't require a special AI. The AI will not build water units and will very rarely build hovercraft, concentrating on strong land offence with air support.

  • METAL

For metal land maps.

  • WIND

For windy land maps.

  • WINDMET

For windy land metal maps.

3) HOVER

This is the default AI for all land maps where the opponents are separated by deep water. The AI will concentrate on Hover forces with support from Air and Sea power.

  • HOVERMET
  • HOVERWIN
4) SEABATTLE

The main difference between Hover and Seabattle AI's is that the Seabattle will go straight to water. It will concentrate on ships and seaplanes with support from hover. It should be used on maps that are more than 3/4 water and have underwater resources and start locations.

  • SEAMETAL
5) WATERWRLD

For maps where land is scarce and water dominates. The AI will concentrate on water units and air power, but will also build hovercraft if sufficient land is available.

6) URBAN

The Urban AI has a misleading name as it has nothing to do with cities. It should be used for maps with areas of water with underwater metal and land connections between all start positions. The AI will build whatever is appropriate to the situation in which it finds itself.

  • URBANWIN

 

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