
also Hoodoo flat out doesn't work with bots on the second stage with this version of the game so i had to leave it out. so blue team is always aggressive and red team is always defensive. in this old version doesn't work well enough on 5CP maps (which has the most maps of any mode).
#XASH3D HALF LIFE BLAST PIT UPDATE#
The Hatless update which came out in early 2011 improved bots to the point that you pretty much get today but the A.I. You can but support is not nearly as good for bots, particularly with this 2010 version. I had to delete the comment i made above because some of the information i stated was inaccurate. Both scenarios will lead to a completely different outcome.ĭid you read the directions? you have to click on a batch file to finish installation (it automatically cleans up the directory) so i'm thinking you skipped that and you started a server on a map that wasn't supported (and bots won't spawn). I just never know if my next match will be up against 2 snipers and 3 demomen or 3 engineers and 2 soldiers. I never get bored of playing with these bots. The shear number of gameplay possibilities is staggering. I've seen 2 spies on one team relentlessly harass an engineer bot on the other team. I've seen 3 pyro bots on one team roaming around like lunatics. That fact coupled with random class selection leads to some of the most dynamic bot matches I have ever played. is designed, it must be designed for each class. There are 9 classes to choose from and each one has a distinct play style. Some of this is likely due to the inherent design of the game. bots in TF2 manage to avoid these glaring issues. The bots become less predictable in subsequent rounds but it is still a big problem. Why? Sure its probably the most logical course of action to check out the center of the map on the first round but when this happens at the beginning of every match it is incredibly predictable and ultimately boring. Going back to CSGO as an example, when the first round begins all of the bots run down the middle of the map every time. Finding a balance between those two aspects is how you make great A.I. that is too logical is also too predictable. that is too random is not intelligent and A.I. However it is also important to balance intelligence with randomness. coder, I understand the importance of making A.I. The A.I.'s ability to be unpredictable, aka the randomness factor.

And this is sort of related to the next point.Ģ. Why? I'm not saying they need to always buy something, but a little touch such as occasionally buying on the first round goes a long way towards immersing the player and making it feel more like a match with real players. First of all bots never buy on pistol round. When you first start up a bot match it becomes immediately clear what the biggest flaws in the A.I. This is something developers often skimp on. The A.I.'s ability to utilize all of the mechanics in the game. Well what makes a great bot match? There are 2 very important factors I consider:ġ.
