Biggest issue seems to be that the AI doesn't handle engagements well, AI should rush to cover when shot at and always stick to walls when available during movement instead of walking in the open. If no cover is around during an engagement AI should either go Prone or if outnumbered even possibly retreat or run away.
I think it would look a little bit more natural if there was more variation, like randomization in how long it takes for each individual member of a squad to start moving as well as slight variance in the exact positions of squad members in a formation.
Also it is not the best idea to stand so close to each other defending objectives. Maybe placing cover positions like in insurgency will do he thing, but that is also a lot of additional work for mapmakers, if they want AI to behave like real people would
@@sergelouie6 I quit the game after spending 2hours on it, realised it didn't really have an objective. I go into the game, shoot some AIs, capture some objectives, win and that's about it. So unless the game has more content, as of now its pretty boring in my opinion. Oh and weapons are quite limited too.
@@captainbroady same here. If I don't play Squad, Post Scriptum, and Hell Let Loose then I think I would've really enjoyed this game right now but I admire what they are doing. This game has a lot of potential that the games I mentioned won't even implement. Day after day it's looking good.
Hopefully there is an option to inactivate IA in MP games. Some people like only playing against human players, without IA affecting the inmersión. But give it time. This game will be awesome.
It does look pretty good, but if possible, do not throw away the old models of AI behaviour. Chaotic attacks and charges in some historical periods are more logical and would work better than grouping bots by teams. I do not know how or if it is technically possible, but it would be great to allow the player to manually switch between options for the basic behavioral patterns of bots. For example, there will be no problem if someone creates a mod for the Napoleonic Wars, for which massive charges are more logical than grouping in small teams. It would be even more interesting if the two patterns of behavior could work in parallel and while one side is slower and more tactful, the other rushes into furious attacks. This will give even more freedom to develop different strategies and custom games.
I think you can code it so that each individual squad consists of 50 bots, so that way you can have big groups of bots attacking or firing in napoleonic types of mods
I've never agreed when you call your own game trash, I've been playing it since you released the demo. Keep up the great work, this is going to be industry changing if you pull this off!
Looking good! Two suggestions I think would be good ideas as this progresses along. 1. If a unit is about to retreat due to casualties but they are in proximity to another squad that is continuing to press on with the attack, they will begin to tag along with that squad instead. 2. Instead of patrolling around the sector while defending the bots will try take 360 defensive overwatch posiitions, and will try to reposition themselves to face the threat when they come under attack.
Exactly. Patrolling to hunt enemies while protecting an objective is not very realistic. Perhaps if 1 or 2 of the AI did so briefly without going too far away, and coming back to respond to contacts at the objective while the rest of them keep positions, the concept might work.
Honestly the AI is what gets me excited about this game. I can load up the game and have a full server with the exact mode and map I want. Not only that, but if the AI are moving in squads...hell that's more brains than people in battlefield. I look forward to each future AI update
I would recommend having specific defensive positions at the objective s that the ai will go to for example going on top of a building, proning in the woods waiting for an ambush. Also spotting and aiming is really inconsistent sometimes the ai can't see me right in front of it and sometimes I get shot from a mile away. I also believe having the squads coordinate with each other like still having the squads move individually but in someway coordinating with the other squads. Another issue is Pathing which I believe it's mostly because of the universal Pathing which you can improve on defenetly but its still not going to be perfect so what I'd recommend is to put specific paths on the map for the ai, and you can have tools in your SDK for creating paths, defensive positions ext. You could also give the ai the ability to flank so when they can't get through an objective they can try and flank it instead. The ai running to the closest cover when shot would make the game more immersive and releastic. An oversight that I hope gets fixed is that the ai can spot you through smoke. Hope the best for the game (no need to implement any of this, it's just some simple advice) Have a great day/night
Make more squad formation variation they would switch between depending on what type of area they are in. If they are in an alley between buildings, they'll move in a tight formation. If they are in a forest, they'll spread out to ensure they don't get flanked. Etc. (Also I think this could easily be achieved by putting invisible boxes or something onto areas, and AI wouldn't have to judge for themselves, but would have the information immediately in what type of area they are in. Finally add a functionality allowing them to dynbamically split their squad, so they could go from a squad of 6, to two groups of 3 and could flank around each side shooting their enemies from 2 sides instead of one. etc etc.
Good to see you guys working on AI. Good AI can really open so many more prospects in game. RoN style AI with commands and Bots like Wildlands and other games that nailed it
just some quick feedback. the ai doesnt always respond on gunshots or them taking fire. i find my self firing at ai for a solid 2-5 seconds before all of them turn towards me. also the ai needs some feedback when they get shot. for now ther is some blood on impact but no animations or after effects of getting hit. but the rest seems to be good, great job on the work
One thing that's apparent is the way AI's feet are not grounded. when a foot hits the ground, it shouldn't skate. Also, for more realism and not this sense of repetition in animation, have the different classes, use different stride lengths and patterns. e.g. Support, slow but quick succession footsteps (to emulate carrying a heavier load) and assault, a fast walk, merging into a sprint (as they in many circumstances, traverse whilst looking through the scope.
I think it would be good(maybe later down the line) if you could have different AI behaviors depending on the fraction. Examples would be for modern, when US troops are shot at they try to establish fire superiority and get to cover while the insurgent AI may be slower to do so and stand around more.
Maybe an idea, but since you got the squad working now. Maybe it's cool to add a battle buddy to every soldier and lose extra morale if their battle buddy gets shot, similar to a squadleader being shot.
Will the squads coordinate with eachother? If for example, two squads are defending an objective, they will actually split up and cover two different approaches rather than "forget" the other squad(s) exist and all units end up patroling or camping the same spots leaving everything else open.
Tiny little detail that would be make this amazing is the AI putting their gun up/down when aiming at an ally, would also be pretty cool if the player could do the same.
you should make it so the AI randomly goes crouch/prone when shot and not everytime it would be more natural looking. also please keep ragdoll deaths preset death animations are boring so don't go that direction.
Current squads are just asking for grenades, too tight groupings. And players may abuse morale system by not roleplaying their soldier as being afraid of death. Looks very good.
he did say the tight groupings at this point are just so the developers to see that they are actually sticking to their squads, and it seems to me like the morale isn't a player "this squad is shattered and basically dead" it's more of a "this attack or position is untenable because a lot of people have died here, lets go to a place with more friendlies and attack that instead"
Biggest issue seems to be that the AI doesn't handle engagements well, AI should rush to cover when shot at and always stick to walls when available during movement instead of walking in the open.
If no cover is around during an engagement AI should either go Prone or if outnumbered even possibly retreat or run away.
I think it would look a little bit more natural if there was more variation, like randomization in how long it takes for each individual member of a squad to start moving as well as slight variance in the exact positions of squad members in a formation.
Also it is not the best idea to stand so close to each other defending objectives. Maybe placing cover positions like in insurgency will do he thing, but that is also a lot of additional work for mapmakers, if they want AI to behave like real people would
If you watched the video, these points were addressed in it. Smh.
The offline AI is the biggest selling point for this game to me. i cant wait to see this expanded even further but they are already so much fun!
The biggest selling point for me is that the game is free.
@@sergelouie6 I quit the game after spending 2hours on it, realised it didn't really have an objective. I go into the game, shoot some AIs, capture some objectives, win and that's about it. So unless the game has more content, as of now its pretty boring in my opinion. Oh and weapons are quite limited too.
@@captainbroady same here. If I don't play Squad, Post Scriptum, and Hell Let Loose then I think I would've really enjoyed this game right now but I admire what they are doing. This game has a lot of potential that the games I mentioned won't even implement. Day after day it's looking good.
@@sergelouie6 yep, can't wait for it to get better
Hopefully there is an option to inactivate IA in MP games.
Some people like only playing against human players, without IA affecting the inmersión.
But give it time. This game will be awesome.
They should take cover and shoot behind cover or if they are in the open they should prone
It does look pretty good, but if possible, do not throw away the old models of AI behaviour. Chaotic attacks and charges in some historical periods are more logical and would work better than grouping bots by teams. I do not know how or if it is technically possible, but it would be great to allow the player to manually switch between options for the basic behavioral patterns of bots. For example, there will be no problem if someone creates a mod for the Napoleonic Wars, for which massive charges are more logical than grouping in small teams. It would be even more interesting if the two patterns of behavior could work in parallel and while one side is slower and more tactful, the other rushes into furious attacks. This will give even more freedom to develop different strategies and custom games.
I think that would be too much work
I think you can code it so that each individual squad consists of 50 bots, so that way you can have big groups of bots attacking or firing in napoleonic types of mods
@@tacticalrecon7434 But it's worth the try.
People don't realize how hard is making ai , awesome update
I've never agreed when you call your own game trash, I've been playing it since you released the demo. Keep up the great work, this is going to be industry changing if you pull this off!
Looking good! Two suggestions I think would be good ideas as this progresses along. 1. If a unit is about to retreat due to casualties but they are in proximity to another squad that is continuing to press on with the attack, they will begin to tag along with that squad instead. 2. Instead of patrolling around the sector while defending the bots will try take 360 defensive overwatch posiitions, and will try to reposition themselves to face the threat when they come under attack.
Exactly. Patrolling to hunt enemies while protecting an objective is not very realistic. Perhaps if 1 or 2 of the AI did so briefly without going too far away, and coming back to respond to contacts at the objective while the rest of them keep positions, the concept might work.
Honestly the AI is what gets me excited about this game. I can load up the game and have a full server with the exact mode and map I want. Not only that, but if the AI are moving in squads...hell that's more brains than people in battlefield. I look forward to each future AI update
This project is quickly becoming one of the coolest games out there.
I would recommend having specific defensive positions at the objective s that the ai will go to for example going on top of a building, proning in the woods waiting for an ambush. Also spotting and aiming is really inconsistent sometimes the ai can't see me right in front of it and sometimes I get shot from a mile away. I also believe having the squads coordinate with each other like still having the squads move individually but in someway coordinating with the other squads. Another issue is Pathing which I believe it's mostly because of the universal Pathing which you can improve on defenetly but its still not going to be perfect so what I'd recommend is to put specific paths on the map for the ai, and you can have tools in your SDK for creating paths, defensive positions ext. You could also give the ai the ability to flank so when they can't get through an objective they can try and flank it instead. The ai running to the closest cover when shot would make the game more immersive and releastic. An oversight that I hope gets fixed is that the ai can spot you through smoke.
Hope the best for the game (no need to implement any of this, it's just some simple advice)
Have a great day/night
Well done. Keep going!
Super cool man, keep it up!
Later on the AI would be as smooth as a regular player
Make more squad formation variation they would switch between depending on what type of area they are in.
If they are in an alley between buildings, they'll move in a tight formation.
If they are in a forest, they'll spread out to ensure they don't get flanked.
Etc.
(Also I think this could easily be achieved by putting invisible boxes or something onto areas, and AI wouldn't have to judge for themselves, but would have the information immediately in what type of area they are in.
Finally add a functionality allowing them to dynbamically split their squad, so they could go from a squad of 6, to two groups of 3 and could flank around each side shooting their enemies from 2 sides instead of one.
etc etc.
Good to see you guys working on AI. Good AI can really open so many more prospects in game. RoN style AI with commands and Bots like Wildlands and other games that nailed it
Epic stepping stone to achieve your vision! Stoked to hop on an check out these new updates! Thanks for grinding this out for us!
Bluedrakes is doing some things that many free games don't do all.....
Beautiful man! You guys are doing cool dev jobs!!!
Looks really good
just some quick feedback. the ai doesnt always respond on gunshots or them taking fire. i find my self firing at ai for a solid 2-5 seconds before all of them turn towards me. also the ai needs some feedback when they get shot. for now ther is some blood on impact but no animations or after effects of getting hit. but the rest seems to be good, great job on the work
One thing that's apparent is the way AI's feet are not grounded. when a foot hits the ground, it shouldn't skate. Also, for more realism and not this sense of repetition in animation, have the different classes, use different stride lengths and patterns. e.g. Support, slow but quick succession footsteps (to emulate carrying a heavier load) and assault, a fast walk, merging into a sprint (as they in many circumstances, traverse whilst looking through the scope.
This is awesome! Glad to see the improvements.
Thanks for all you guys are doing!! its definitely coming along, I can’t wait for coop
Also more better if the Ai can enter buildings to shoot from windows
For this is my main issue with OHD the IA, i'm very glad to see progress on that front ! Keep up the good work !
Keep up the good work
Being able to command ai like that would be an awesome private lobby thing
This is really impressive just imagine what the moders can do with the source code
I think it would be good(maybe later down the line) if you could have different AI behaviors depending on the fraction. Examples would be for modern, when US troops are shot at they try to establish fire superiority and get to cover while the insurgent AI may be slower to do so and stand around more.
As expected, it only gets better.
I've never seen something like this before in video game AI.
Who remembers OG Battlefront AI follow commands?
Maybe an idea, but since you got the squad working now.
Maybe it's cool to add a battle buddy to every soldier and lose extra morale if their battle buddy gets shot, similar to a squadleader being shot.
Looks really good!
Thanks for this the AI before look cool but was not great this should be a big improment especly for the WW1, WW2 maps thanks for showing this!
It's good to keep them in squad. Hope to see improvements to their animations.
Will the squads coordinate with eachother?
If for example, two squads are defending an objective, they will actually split up and cover two different approaches rather than "forget" the other squad(s) exist and all units end up patroling or camping the same spots leaving everything else open.
That's another really good update, chaps, keep up the great work : ) .
Whenever i see AI update i always get exited
Tiny little detail that would be make this amazing is the AI putting their gun up/down when aiming at an ally, would also be pretty cool if the player could do the same.
You should read the rangers handbook id love to see you add real combat formations
Man those 3D person animations need updating ASAP
great to see the AI improving
you should make it so the AI randomly goes crouch/prone when shot and not everytime it would be more natural looking. also please keep ragdoll deaths preset death animations are boring so don't go that direction.
sick
Yes, this is true.
cabbage farming
Ai should defend some building or certain corners in the map, not all should move in groups
Imagine in the futures update if in the spawn point have a timer to arrive a chopper with the reinforcements, that would be dope
And one day Blue Drakes AI will take over the world.
Excellent, Drake. Simply excellent. 💯
Moment animation still needs some decorations. Thr gun always pointing straight is weird must be dynamic movement
I am f🤎cking impressed !! Great job! Someone should make a patrol simulator mod, that would be soo much fun!
❤
they reeeeeeeeeeeeeeeeeally need to take cover more
It just keeps getting better and better fuck yeah!
finally, squad but *offline*
Really impressive AI-s nowadays are useless but this AI are verry usefull then other games good job!
fix how the ai is just facing me the other way and shooting
focus more on AI animations..they look like 2003 animations..
but really
NICE THIS IS WHAT I WERE LOOKING FOR
A Random Map Generator would be sick af
Not too hard to do in UE4, just very basic
This one might actually make me redownload the demo.
Current squads are just asking for grenades, too tight groupings. And players may abuse morale system by not roleplaying their soldier as being afraid of death. Looks very good.
he did say the tight groupings at this point are just so the developers to see that they are actually sticking to their squads, and it seems to me like the morale isn't a player "this squad is shattered and basically dead" it's more of a "this attack or position is untenable because a lot of people have died here, lets go to a place with more friendlies and attack that instead"
👍👍👍
Man's making an RTS by axedent
update to UE5
guys is there a plan to switch to ue5 in the future?
WHEN DOES THE UPDATE COME OUT
I have a laptop uhd with 8 gb of ram, can I run this?
ok
sig
What kind of anti cheat do you guys have
Still in negotiation, but their main priority is setting up good admin tools so each admin or mod can easily detect cheaters and ban them
need civilian AI
Is this Roblox?
Yes.
@@Milsim_Man can’t tell the difference
(ooooooh)
First (because you all care)