Company of Heroes 2

Company of Heroes 2

All Units (170 added)
Hello, I've been playing your mod for the last two weeks,I found a lot of things in the game that could be improved
Hello, I've been playing your mod for the last two weeks,I found a lot of things in the game that could be improved.
About the late performance of AI . In the replay footage of the game, I observed that the AI did not produce more infantry squads after fifteen minutes, even with a population cap of 500 and a few thousand more manpower resources, it will not produce more squads, only maintain the number of about 100 population.
Expert AI can't produce more squads later in the game,my friends and I can easily beat it late in the game.
AI cannot adequately use more population cap and more manpower resources.
can you have the AI produce more squads later in the game when resources are abundant?
Last edited by Pocket; 14 Sep, 2023 @ 8:25am
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Showing 1-15 of 26 comments
76561199057687326 15 Sep, 2023 @ 4:09pm 
@SneakEye Moreover,Can you initially set up anti-tank guns and tank destroyers as priority attack vehicles?
SneakEye  [developer] 23 Sep, 2023 @ 11:40am 
The AI can only be tweaked to a certain extend and I was not able to make improve their late game performance more than the current state.
I kept the original AT gun behavior because it is easier to recognize and more consistent. The swapped icons in the toggle ability are confusing since the active glow is inverted compared to other units.
76561199057687326 16 Oct, 2023 @ 2:33am 
I found a good way to get the AI to produce more squads,If you can increase the minimum number of AI capture units,this can change the situation that the AI will not use the extra manpower in the later stage, making the later stage of the game more challenging.
At the same time, I found that AI tanks do not consume manpower, and even if all manpower is used to build capture units, it will not affect AI tank production


Originally posted by SneakEye:
The AI can only be tweaked to a certain extend and I was not able to make improve their late game performance more than the current state.
I kept the original AT gun behavior because it is easier to recognize and more consistent. The swapped icons in the toggle ability are confusing since the active glow is inverted compared to other units.
Last edited by Pocket; 16 Oct, 2023 @ 2:44am
76561199057687326 16 Oct, 2023 @ 3:09am 
Can you also allow the British AI to use their gliders to produce paratroopers?
Why disable certain AI penal battalions? They were perfect early and late in the game.
And those rangers and paratroopers, I hope AI will use them more
Last edited by Pocket; 16 Oct, 2023 @ 6:59am
SneakEye  [developer] 16 Oct, 2023 @ 7:09am 
Originally posted by Pocket:
I found a good way to get the AI to produce more squads,If you can increase the minimum number of AI capture units,this can change the situation that the AI will not use the extra manpower in the later stage, making the later stage of the game more challenging.
At the same time, I found that AI tanks do not consume manpower, and even if all manpower is used to build capture units, it will not affect AI tank production
The problem with the capture unit setting, is that the AI won't build team weapons until that number is reached. I'm still searching for a solution to increase the capture units in combination with team weapons.

The Penal Battalion, Rangers and Paratroopers are all part of the random AI buildorders. This is a unique feature in this mod to make the AI less predictable. They can certainly use these units, but not in every match. In 2v2 and larger modes, the AI even adjusts their buildorder based on other AI teammates. If one uses Rangers, the other focuses on Paratroopers.

I will look into the Glider usage, the AI should be able to use it but might be missing a specific ai_ability setting.
SneakEye  [developer] 24 Oct, 2023 @ 11:05am 
FYI, I am currently testing new changes and it is looking promising. It contains more buildorders, usage of gliders and a fix for their idle unit production in late game. If you would like to test this, then please join the discord channel.
76561199057687326 30 Oct, 2023 @ 9:51pm 
Thank You.Can you enable OBW AI's Assault Artillery,USF AI's M83 Lay heavy mine, and Soviet AI guards airborne troops's IL-2 Sturmovik Attacks? These are commander abilities I've never seen an AI use, as well as Smoke Barrage and Combined Arms.

Originally posted by SneakEye:
FYI, I am currently testing new changes and it is looking promising. It contains more buildorders, usage of gliders and a fix for their idle unit production in late game. If you would like to test this, then please join the discord channel.
76561199057687326 30 Oct, 2023 @ 10:03pm 
In over an hour of late game play, I noticed that the AI was no longer using weapon packs and squad upgrades as it did in early games. Can you fix it?
SneakEye  [developer] 30 Oct, 2023 @ 11:07pm 
I will look into the abilities you mentioned. Their usage of upgrades and weapon racks will be solved in the next update. I found the cause by accident when working on their lategame game unit production.
SneakEye  [developer] 6 Nov, 2023 @ 9:56pm 
The changes are published! I hope you like it.

- Fixed the bug that caused the AI to stop building units in late game!
- A wider variety of units are used and more upgrades are bought
- Gliders and Airborne Guards paradrops are properly used
- Close/long range units will be used at their effective range and use cover more often
- The AI will no longer walk around units which it never encountered
76561199057687326 11 Nov, 2023 @ 8:08am 
Thank you, I love it, the improved AI is much better than before.
Can you add some command point requirements to the new artillery building in Britain?compared to the Soviet Union and Germany both have command point requirements for artillery,british artillery can often precede soviet and german artillery, it is unbalanced

Originally posted by SneakEye:
The changes are published! I hope you like it.

- Fixed the bug that caused the AI to stop building units in late game!
- A wider variety of units are used and more upgrades are bought
- Gliders and Airborne Guards paradrops are properly used
- Close/long range units will be used at their effective range and use cover more often
- The AI will no longer walk around units which it never encountered
SneakEye  [developer] 11 Nov, 2023 @ 11:58pm 
I can look into the timing differences. Though I prefer the defenes being tied to tech, so the strategy of the player has effect on it. But for the Soviets and Wehrmacht it works different because of their conmanders.
76561199057687326 15 Nov, 2023 @ 7:51am 
In the new version, the british AI and west german AI never built an ammo and fuel building at a normal point, can you fix it?

Originally posted by SneakEye:
I can look into the timing differences. Though I prefer the defenes being tied to tech, so the strategy of the player has effect on it. But for the Soviets and Wehrmacht it works different because of their conmanders.
Last edited by Pocket; 15 Nov, 2023 @ 8:14am
76561199057687326 15 Nov, 2023 @ 7:52am 
Why did the british repair stations have a smaller scope of work than the soviet repair stations, and sent one fewer engineer than the soviet repair stations, but the cost of upgrading munitions was higher?
Can you expand the scope of the british repair station and reduce the cost of upgrades?
At the same time I found that the german and west german vehicle repair stations did not show its scope of work.
US and German hospitals also do not show the scope of their work.
SneakEye  [developer] 15 Nov, 2023 @ 11:40am 
Originally posted by Pocket:
In the new version, the british AI and west german AI never built an ammo and fuel building at a normal point, can you fix it?

Originally posted by SneakEye:
I can look into the timing differences. Though I prefer the defenes being tied to tech, so the strategy of the player has effect on it. But for the Soviets and Wehrmacht it works different because of their conmanders.
They never did. I tried this a while back, but it seems to be hardcoded per faction. Okw in vanilla has no caches and the UKF AI was never finished.

I will take a look at the repair stations, range and visuals.
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