TA2 AI Wish List
This page is for the compiling
of a list of what people wish the AI in Total Annihilation 2 to
be able to do. It was quite poor in the original game, and
despite the major improvements made by AI designers, we were
always limited by the engine itself.
If you wish to add anything to
the list, please e-mail me with your ideas.
Please note that some of these
may be conflicting ideas as I post anything that sounds sensible.
The AI in Total Annihilation
- Win the high elevations.
- Never send troops through bottlenecks
unless its surrounding is secured.
- Never retreat unless the enemy withdraws,
- Chase the enemy when they beat a heated
- Advance when it has the numbers, but dig-in
when it doesn't.
- Never send force into harms way when the
enemy can be plucked from a distance.
- Move where the enemy least expects it,
send its feints through where it was expected to move.
- Keep tabs on the force of the enemy, even
if it means giving the enemy knowledge of its force.
- Use its swiftest force to pincer attack;
its strongest force should fight head-on.
- Deny its enemies resources and horde its
- Not hardcoded into the engine .
- Use different personalities such as rusher,
defensive, porc. You should be able to allocate
personalities to AI's or allow them to be picked at
- Make proper use of all units, including
radar and jammers.
- Not be all seeing.
- Be easy to customise through a front end
program. Give the ability to limit the technology that
the AI can use.
- Work alongside other AI's. You should be
able to use one custom AI per AI player/position, not be
limited to one AI for all.
- Attack from many different routes instead
of always using the beeline. It should execute tactics
such as pincer, and not always choose the closest target.
- Have better pathfinding.
- Be more aggressive out of the box.
- Use scripting when a map maker wishes to
- Create squads of units and treat them as
- Make more complex uses of units, such as
for spotting purposes, retreating, or where appropriate
order them to do nothing.
- Use formations, deploying units in
appropriate positions, with longer ranging units at the
- Be less predictable, using known tactics,
such as surrounding the enemy.
- Have basic chat. It should be able to call
for help, or request assistance in an assault.