Downloads
TA Normal AI's:
Some AI's may have player reviews, click here for a quick overview on submitting your own.
For alternate reviews, you might want to take a look at SHONNER's site. There are quite a few AI tests there. Note that it only runs metal map tests, and several of the AI's tested were *not* designed to run on metal maps, where as this is exactly what SHONNER was designed for. Take the tests with a pinch of salt.
If you know of an AI which should be here, but isn't, then please drop me a line. There is one exception. If an AI is designed exclusively for a MOD and is included in that MOD, or on the MODs page, then I don't bother hosting it here.
AI's Name |
Author |
Authors Description |
Supported AI Unit Packs |
Supports CC? |
MODS Supported? |
AI Central's Description/Player Review |
|||||
AI
Patch v2 Standard Format 61.0 KB TA Mutation Format 34.3 KB MacUTATOR Format 48.2 KB |
Madrat | Authors, e-mail me your description. | 2 or 3 (though it comes with nukes) |
Yes | N/A |
This is a fairly basic
modification of the standard AI. It has full support for
all difficulty levels. Its main feature is that it loves
nukes and comes with one the AI can use. Slightly more
troop orientated, with a slightly better resource system than Cavedog 3.1.
|
|||||
AiLhAo Advanced AI Standard Format 3.13 KB TA Mutation Format 3.73 KB MacUTATOR Format 3.22 KB |
joshcomm1 | It is used for any non-naval (water) land battle maps that have good resources. You'll be surprised as to its sophistication, and I used C_A_P's excellent AI Profiler 2.5a in creating it. I created it specifically for my new battle map "Arena Annihilare." You will need to build one step ahead of this AI to survive, in Skirmish mode with computer AI's against you, then you'll understand why it is called "advanced." joshcomm1 | N/A |
Yes | N/A |
Average. That's the word to describe this AI. It shows potential, but soon its poor unit selection overcomes its fairly good starting resource and plant choices. Don't expect much more than from the Cavedog 3.1 AI.
|
|||||
Air C_A_P AI II Standard Format 2.92 KB TA Mutation Format 3.38 KB MacUTATOR Format 3.31 KB |
joshcomm1 | This is strictly an air attack AI. It will concentrate and sustain itself on energy. It will develop a good defensive posture around the base. It is aggressive, non cheating, and for Cavedog units. This was designed for C_A_P to use of his newest map, but he created his own in a blend. It will work well on metal, and land maps with good resources, mainly the medium or larger sized maps. Place in your C:\cavedog\totala\ai file. If you don't have, make one. joshcomm1 | N/A |
Yes | N/A |
This is an AI originally designed for one of C_A_P's maps, however, in the end C_A_P used a blend of this AI and another. This is your chance to download the pure version of an AI designed to fight in the air. No non-cheating AI can challenge a player in the air though, and this is no exception.
|
|||||
Air Raid AI 21/6/02 Standard Format 27.4 KB TA Mutation Format 27.7 KB MacUTATOR Format 26.3 KB |
SHONNER | A non-cheating air battle AI profile for use on worlds with lots of metal and little water. | 2 or 3 (though it comes with nukes) |
Yes | N/A |
An AI that will do nothing to change the thinking that non-cheating AI's can't fight air wars. It makes a reasonable attempt, but will struggle to challenge even the worst player.
|
|||||
AirLnd_SH AI Standard Format 3.81 KB TA Mutation Format 3.86 KB MacUTATOR Format 3.77 KB |
SlowHandd |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
SlowHandd has done AI's for his maps before, all of which have followed his philosphy of fun rather than difficulty. This AI continues the trend. It tries to do a little of everything, aiming to march on you with a large variety of units, rather than any particular focused combination. This is an AI for pleasure, not business.
|
|||||
Bomba
y Bomba AIs Standard Format 17.2 KB TA Mutation Format 17.9 KB MacUTATOR Format 17.0 KB |
Bardi | Well, this is a group of AI profiles, which are almost all AI´s published originally for specified maps, but there are also some of them that are made for general types of maps. You can use, modify and publish any of them as your work, giving me some credit. | 2 or 3 |
Yes | N/A |
A collection of all of
Bardi's AI's written with certain maps in mind.
|
|||||
BSRAI Standard Format 10.5 KB TA Mutation Format 11.2 KB MacUTATOR Format 11.3 KB |
BSRAI was my first AI project. It's a non-cheating AI, simply a set of profiles weighted to make the AIs build decisions more intelligent. It was designed to build bases that are tough to crack, rather than to be a vicious rusher, so it's more of a late-game AI. BSRAI is somewhat tougher than the Cavedog AI, but should be no challenge for a skilled player. | N/A |
Yes |
N/A |
|
|
|||||
Cavedog
1.0 AI Standard Format 1.27 KB TA Mutation Format 1.53 KB MacUTATOR Format 1.39 KB |
Cavedog | Authors, e-mail me your description. | N/A |
No | N/A |
The first AI. It is
incredibly simple with a truly easy to beat missions AI.
This also means that it will work with any MOD just as
well as with TA, since it uses very few unit weights, and
relies on just a couple of category tags. Barely manages to count as an AI at all, relying almost entirely on the AI engine code rather than profiles.
|
|||||
Cavedog
2.0b1 AI Standard Format 5.34 KB TA Mutation Format 5.29 KB MacUTATOR Format 5.14 KB |
Cavedog | Authors, e-mail me your description. | N/A |
Yes | N/A |
2.0b1 represents the
peak of Cavedog AI. It is very construction happy, never
building enough resources and always having too many
plants, but it will attack earlier than any other version
and expand better too. Even with the 3.1 patch active, it
will beat the 3.1 AI. However, like all Cavedog AIs, it
isn't very aggressive.
|
|||||
Cavedog
3.1 AI Cavedog 3.1 Patch |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
|
|
|||||
Da
Borg! AI Standard Format 16.4 KB TA Mutation Format 17.0 KB MacUTATOR Format 16.5 KB |
Da Overseer! |
A non-cheating AI ceated by Da Overseer! for OverseerHack. It is strongly suggested that for the best challenge you play this AI without using nuke silos, with either the KroggyComm OR AirComm Mutators switched on and/or play more than one ai at a time. Please note this ai does not have Seabattle or Hover profiles. | N/A |
Yes (required for MOD's) |
OverseerHack UberHack Community Pack v10 |
This AI is designed
OverseerHack, a modified UberHack. However since the AI
comes with OverseerHack it is provided here for its
UberHack abilities. This is the first 3rd party, non-cheating
alternative to Queller UH, and it is certainally a fairly
impressive offering, expanding fast and leveling quickly.
Well worth a try. Please note that because this AI was
designed specifically for a modified version of UberHack,
it will not play its best with the standard version. This
is not an AI for TA or CC.
|
|||||
Defensive AI Standard Format 0.65 KB TA Mutation Format 0.57 KB MacUTATOR Format 0.63 KB |
Unknown |
Authors, e-mail me your description. | N/A |
N/A |
N/A |
There's not a lot to be said about this AI really. It effectively lets the AI engine take control, while nudging it in the direction of LLTs and Punishers. That's it. It doesn't even have Arm support. Will probably give you less of a game than 3.1 does.
|
|||||
Defensive Mechanism AI 16/6/02 Standard Format 27.5 KB TA Mutation Format 28.0 KB MacUTATOR Format 26.3 KB |
SHONNER | A non-cheating air battle AI profile for use on worlds with lots of metal and little water. | 2 or 3 (though it comes with nukes) |
Yes | N/A |
This AI claims to fight a defensive war, and in a manner of speaking it does. You will not see a single mobile attack. The problem is, this AI doesn't really produce a particularly formidable defence either, which leaves you wondering as to its role.
|
|||||
Demon AI v1.0 Standard Format 2.52 KB TA Mutation Format 3.36 KB MacUTATOR Format |
Datanut |
This AI was tested with ten opponents. The Demon AI was enhanced to strongly defend its base and yet still attack its neighbours. The Demon AI works best with the original Cavedog units. It will start to build BIG BERTHAS and INTIMIDATORS in around 30 minutes, depending on the amount of resources available. I have even seen it lay land mines. At least one of the AIs will lay them around its base structures. I also made the AI diversify and defend its resources so it would be hard to defeat. Third Party units: The AI may use all the available 3rd party units depending on the random AI selections. If a lot of third party units are used, the start time to build the big guns will be longer. | N/A |
Yes |
N/A |
One of the few AI with the dubious distinction of being easier to beat than the Cavedog 3.1 AI. On land Demon is very defensive, trying to fortify itself with minmal resources. It puts up a better fight in the oceans. Nothing too trying here.
|
|||||
Explosives AI Standard Format 4.82 KB TA Mutation Format 5.59 KB MacUTATOR Format 3.82 KB |
TheSycthe | I named it Explosives (Something it does a very nice job of). It tries to take advantage of players not seeing everything in a game with Fog Of War by using a lot of long ranged units. While it probably isn't the best AI ever, it's not bad. My original goal was to have it play every OTA-based third party race, although I've been slacking a bit. At the moment, it plays Rhyoss, Core, and Arm. Rumad (for some reason...) would not work on my machine and The Joined Tribe only works with Warp Gates. I'll be working on a Mynn version soon enough. If there are any third party OTA races I've missed, please let me know. |
N/A |
Yes | Rhyoss |
One of the more interesting AI's I've laid my hands on recently, the Explosives AI shows great potential. With rapid expansion, and simple yet effect level one choices, it can indeed look dangerous. It is let down by its poor resource model and desire to reach level two fast. Its Rhyoss support can best be described as basic. However, this is an excellent beginning, and with some work this AI could easily become one of the top non-cheating AI's.
|
|||||
Flasher AI Standard Format 1.61 KB TA Mutation Format 1.56 KB MacUTATOR Format 1.48 KB |
poosticks |
Authors, e-mail me your description. | N/A |
N/A |
N/A |
I think by now that everyone knows of Flea Bowl, well this is Flash Bowl. A shameless copy of Flea Bowl, right down to the profile, this AI is dedicaed to charging nothing but Flash tanks at you. No other units, no Core support, nothing. There's not a lot more to say really, you'll either love it or loathe it.
|
|||||
Freespace AI 1.3 Standard Format 59.8 KB TA Mutation Format 60.5 KB MacUTATOR Format 59.9 KB |
Drako |
The battle becomes even better with this, the latest version of the Freespace AI. While nothing is radically different, the general unit selection has been improved, by eliminating some units like the LLT which serve to waste early resources. The seabattle has been improved, but is still not perfect. This is explained in the readme. Anyway, if you want a good battle check out this collection of three AIs and look for future versions soon! | N/A |
Yes |
N/A |
Drako has recommenced work on Freespace, and to good effect. The land AI is now a fair bit better than it was, expanding fairly well, and managing to put out a good number of troops. Its metal profile requires a little more work, while the SeaBattle profile is best described as "steady". All in all, not a half-bad opponent.
|
|||||
Gamish
AI v0.8 Standard Format 6.32 KB TA Mutation Format 6.93 KB MacUTATOR Format 5.11 KB |
Cyber Wolf |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
This is a fairly early
AI, as such it doesn't weight and limit everything like
you would expect an AI to these days. It only deals with
units it feels it needs to, and uses blanket weights for
everything else. It is overly keen on early aircraft and
Mine Layers, but give it a bit of leeway and it will give
you a more aggressive game than any of the Cavedog AIs.
|
|||||
GHack AI Standard Format 2.40 KB TA Mutation Format 2.35 KB MacUTATOR Format 2.25 KB |
Grumble |
Authors, e-mail me your description. | N/A |
Yes |
GHack |
Designed for GHack rather than OTA, this AI can still put up a fight. Actually, it puts up a fairly decent fight, let down only by troop combinations desinged for GHack rather than OTA. If you're willing to spend a bit of time improving those troop combinations, you have a fairly decent opponent on your hands.
|
|||||
H A L - Multiversal War AI Standard Format 3.62 KB TA Mutation Format 4.14 KB MacUTATOR Format 3.64 KB |
joshcomm1 | I created the "H A L - Multiversal War AI" specifically for "H.A.L.'s Shadow" battle map, as it was designed for balanced wargaming, but can be used on any battle maps with good resources. It is non-cheating, and for original Cavedog units only. joshcomm1 | N/A |
Yes | Rhyoss |
An unimpressive offering which continues the strange obsession joshcomm1 has with Metal Makers. This AI would struggle to challenge the Cavedog AI, let alone a player.
|
|||||
Hex80-AI
v3.0 Standard Format 15.1 KB TA Mutation Format 15.4 KB MacUTATOR Format 5.14 KB |
Hex 80 |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
The writer of this AI
has possibly the largest ego ever seen. If this AI is
even half as good as he says it is on large maps, I will
be very impressed indeed. It uses a lot of general tags,
so may not be too bad with 3rd party units, and this also
means it should work best without the TA Bugfix, which
removes a lot of the tags it uses. It does normally take longer than even the Cavedog 3.1 AI to launch an attack though, definately one that likes to build up. The author says it's for big maps, and with its current attack time, he isn't kidding.
|
|||||
Insane AI Standard Format 2.34 KB TA Mutation Format 2.89 KB MacUTATOR Format 2.98 KB |
RpC_mklevold |
The AI will spend almost all its resources on Storm's and Slasher's or Rockos and Samson's. It will use Aircrafts too. Instead of using resources into a heavy defense, it uses it on offense. But when it gets to advanced it will build Berthas and a single Annihilator or two. Give the AI a little build time, and play with more than 1 ai at the time. I prefer Comet Catcher. For those who's tired of that building AI that never attacks. | N/A |
Yes |
N/A |
This AI only deals with land maps, and is the first AI from RpC_myklevold. This is an excellent AI however, putting up an aggressive fight, using a good selection of units. A fine example of a non-cheating AI, definately one of the best I have seen in a long time. You must try it on Comet Catcher at least once. It looks like it was created in one of the AI profiling programs avaliable on this site, a sign of exactly how powerful they can be.
|
|||||
LiquidMetal AI v3.0 Standard Format 1.88 KB TA Mutation Format 1.84 KB MacUTATOR Format 1.76 KB |
LiquidMetal |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
|
|||||
McnTerra
v0.01 Standard Format 70.3 KB TA Mutation Format 4.98 KB MacUTATOR Format 4.91 KB |
Sage_Z |
McnTerra is a non-cheating AI which made its first appearance on a low resource mars map, Mechan Terra, at TAMEC. It sends streams of "strategic" units (Merls, Sumos, etc.) to keep a battle with it fairly intense. McnTerra CORE is the attacker of this AI and is quite aggressive, scouting for its opponents early. McnTerra ARM takes up the slack on heavy defense (HLTs, LLTs, Defenders, etc.) and usually attacks later than its CORE counter-part. Putting both of these AIs against you at once can prove to be quite a challenge, that few commander's have survived without resorting to PLAN B (Berthas, Nukes, or stockpiling a massive force). | N/A |
Yes |
N/A |
Described as a "Strategic
Rusher";, it has effectively two personalities, a
rusher CORE and a building ARM, though the difference between the two is not
exactly obvious. The AI will move to get some troops out
and then expand. Suffers from trying to do more than its resources can support, it never really manages to be much of a threat. An early example of AI, fairly good in its day, now long surpassed.
|
|||||
MoonAI
v1.5a Standard Format 79.7 KB TA Mutation Format 80.6 KB MacUTATOR Format 79.3 KB |
A non-cheating AI that is especially made for the TA-POWER maps. It runs on the other Cavedog and 3rd party maps but it doesn't run on the water maps. But it's very hard to kill and it supports a lot of 3rd party units (the TA-POWER ones too). Try it and you will not change it! | 2 or 3 (though it comes with nukes) |
Yes |
||
A combination of part
Demon AI, part McnTerra and mostly work by the author
himself. This AI is designed to bring out the best
aspects of both AI's, while adding it's own changes. My experience is that it's not as bad as Demon, while not being quite as good as McnTerra. I
have been told that there are some problems with the AI,
such as a conflict between its nuke and the Elite Pack it
supports.
|
|||||
Mostly
Harmless v16 Standard Format 97.3 KB TA Mutation Format 98.8 KB MacUTATOR Format 96.2 KB |
"Mostly Harmless" AI is a nonhacked, noncheating AI. However, it will use hacked units if you install them! It works on all map types EXCEPT some maps that use special unique AI's. NOW supports TAUIP v3.0 units on land maps. | 1, 4, 5, 6, 7, 8 |
Yes |
TAUIP 3.0 |
|
|
|||||
Naval Air AI v1 Standard Format 3.34 KB TA Mutation Format 3.74 KB MacUTATOR Format 3.26 KB |
joshcomm1 | Newly crafted for a balanced war game on mainly water based battle maps. This one was designed for my newest battle map Mad Response. You are going to enjoy this one. It fights hard. joshcomm1 | N/A |
Yes | N/A |
Another respectable offering from joshcomm1. This AI makes a reasonable attempt for the sea, but suffers from setting its expansive ambitions too low.
|
|||||
New Metal AI v1.2 Standard Format 56.8 KB TA Mutation Format 57.1 KB MacUTATOR Format 56.8 KB |
Drako |
This AI was made by the Arm and copied by the Core in the latter days of the war. From the lack of resources, both sides started to make AI controlled units. This AI perfers metal maps, doesn't use water or Hovercraft. It defends well, but doesn't forget to attack. On a map like Core Prime Industrial Area it will give you a fun game. It will nuke you on hard and races for LRPCs. | 2 or 3 (though it comes with nukes) |
Yes |
N/A |
Formerly called Drako's Aftermath Metal AI. This AI will only play
on Metal maps. It is more a defensive AI, prefering to
survive to the end game and make its move then. However
it will play a fairly decent game, making up for some
dubious troop selections with the sheer number of
buildings it puts up. Designed for metal maps, and it takes advantage of its home fairly well.
|
|||||
New SeaBattle AI v1 Standard Format 2.47 KB TA Mutation Format 3.13 KB MacUTATOR Format 3.03 KB |
Drako |
Battle against the Arm or Core on the high seas. Hone your naval skills and overcome it. This uses the sides Navies to its advantages. It does not use Hovercraft although I will make a future version that will. It also goes for Long Range Plasma Cannons. Have Fun :) | N/A |
Yes |
N/A |
Part of the New AI family. It plays a reasonable game without being too spectacular, well worth trying though as SeaBattle AI's are few and far between.
|
|||||
NEWBIE AI 18/5/02 Standard Format 27.5 KB TA Mutation Format 28.3 KB MacUTATOR Format 26.9 KB |
SHONNER |
Authors, e-mail me your description. | N/A |
Yes |
N/A |
An AI designed to give you an easy ride. It seemed to me that it was a newbie more for its unit choices than anything else, its expansion wasn't too sloppy. It will certinally put up a better fight than many of the older AIs. A misleading name.
|
|||||
Never Again AI Standard Format 4.03 KB TA Mutation Format 4.31 KB MacUTATOR Format 4.44 KB |
joshcomm1 | This has been created specifically for use with standard Cavedog units, and on medium to larger metal or land maps without water (or very little). It will go after resources first, to build factories that produce good units, and lots of them. Is a non cheating AI. It is aggressive, and will attack, and continue to attack, without fading. You will get hit both by air, and land units. Do place the "Never Again.txt" ai file in your AI directory in C:\Cavedog\totala, or create one in there. Any questions, constructive comments, or positive suggestions can be sent to: joshcomm1 | N/A |
Yes | N/A |
An early AI by joshcomm1 done in Small AI Designer. This AI is based around land maps with little to no water, be they metal or non-metal. I believe this is the first AI joshcomm1 ever released.
|
|||||
Queller F(lea)B(owl) v3 Standard Format 100 KB TA Mutation Format 107 KB MacUTATOR Format 107 KB |
Queller FB is designed for the gametype Flea Bowl. This is just for fun and relies on the player to obey the rules set out in the readme, or you could just use it so as to have 9 AI's who will only use Fleas on you. Please note that there is no Core AI provided. | 8 |
N/A |
N/A |
|
One of the best known AIs around, Queller FB (better known as the Flea Bowl AI) does nothing but pour Fleas at you. The idea is to survive against nine opponents using the settings laid out in the readme. Dare you take up the challenge?
|
|||||
Queller TA & CC v17 Standard Format 56.8 KB TA Mutation Format 57.7 KB MacUTATOR Format 55.3 KB |
Queller TA & CC is the culmination of over five years work. A non-cheating AI, it is designed to surpass all other non-cheating AI's. Playing an aggressive skirmish game, it will try to destroy you as soon as possible while expanding rapidly. Queller TA & CC supports every Cavedog and TA Bugfix AI profile and campaign and is fully compatible with multiplayer. | 6 and 8 |
Yes |
N/A |
|
Version 17 was designed for distribution with the Impulse online store copy of Total Annihilation. Unfortunately that deal fell through, but now it's here for everyone to enjoy with greater differentiation between Arm and Core plans, support for the latest TA Bugfix profiles and it even makes use of AI Packs 6 and 8 for those who find it too easy.
|
|||||
Quell TADS v2 beta Standard Format 3.55 KB TA Mutation Format 4.18 KB MacUTATOR Format 5.48 KB |
This is an IAF only AI, designed for Andromeda. Remember, this is an early BETA and I'm focusing mainly on getting the AI to make full use of its resources, without stalling or having massive surplus. Constructive feedback would be appreciated. I am not too worried about unit mixes for now as TA: Dark Suns is being rebalanced. | N/A |
N/A |
TA: Dark Suns |
|
This AI was developed for a TA space TC called Dark Suns. The project has since died, but I believe the early versions can still be found in the hands of certain individuals. The AI had developed beyond this point, but further versions never had a public release.
|
|||||
Queller UH v7 beta Standard Format 415 KB TA Mutation Format 416 KB MacUTATOR Format 412 KB |
A Beta release of the work I'm doing on the latest version of Queller UH. It should be less defensive and expand faster than v6. It was last updated for UberHack 2.1b2, but does not support all the new units added. See the update file for a fuller list of changes. | N/A |
N/A |
UberHack |
|
One of the non-cheating AIs developed for UberHack, it was last updated for 2.1 beta 2 meaning it is a little out of date. It should still be able to give you a game, but it's not going to be as effecient as it could. Despite what the note above says, this is not currently an active project.
|
|||||
SHONNER
AI 18/5/02 Standard Format 29.8 KB TA Mutation Format 29.8 KB MacUTATOR Format 28.7 KB |
The SHONNER AI is a non-cheating, rushing AI designed for non-water worlds with lots of metal. It builds mobile attack units quickly to attack other armies. The SHONNER AI is more offensive than defensive, so it will start defending its base later in the game after building up its army first. The AI assumes that it's playing in a 1000 metal, 1000 energy game. And when it's attacked heavily, it re-builds its base instead of trying to build Krogoths that it can't support. | 2 or 3 (though it comes with nukes) |
Yes |
N/A |
|
A definite improvement over 1.4, SHONNER now makes a better job of handling its resources, throwing troops at you earlier, and protecting its base against early attacks. The unit choices still leave something to be desired though, and I feel it still isn't taking full advantage of its enviroment early on. This is definately one for the metal maps, there isn't a non-metal map around that could hold this baby.
|
|||||
T-Ball AI v1 Standard Format 9.30 KB TA Mutation Format 10.1 KB MacUTATOR Format 8.90 KB |
Forsaken |
Authors, e-mail me your description. | N/A |
Yes |
Thunderball |
The first AI released for the MOD Thunderball. It plays a reasonable game, and comes with a fair amount profile support. This AI is only for Thunderball.
|
|||||
Tyrrian
Terror AI Standard Format 2.1 KB TA Mutation Format 2.50 KB MacUTATOR Format 2.59 KB |
Grand Commander13 |
Authors, e-mail me your description. | N/A |
No |
N/A |
This AI is from Grand
Commander13's map of the same name. Just a single simple
text file. It does have a unique property, it is designed
for people who do not use the 3.1 patch. I can't see why it wouldn't work well with 3.1 myself though, as only four units were added after 3.0, while a host of pathfinding improvements were made. The map is
avaliable from TAMEC. In general, the AI plays a very average game, nothing out of the ordinary about this one. Effectively, your typical map makers AI, a bit of everything.
|
|||||
Ultimate AI Standard Format 358 KB TA Mutation Format 359 KB MacUTATOR Format 355 KB |
Various |
This is the Ultimate AI, that's the name of the AI not my ego streak talking, though its name matches its ideal, to become the best non-cheating AI for Total Annihilation.
The goal is to write a unique profile for every Cavedog map. No longer will the AI rely on clumsy generic profiles, sometimes playing well, often playing poorly. These profiles know their terrain as well as any human, they were born to play their map. |
N/A |
Yes |
N/A |
The now defunct Ultimate AI. Its goal was to create an AI profile for every Cavedog map. A combination of the size of the goal being underestimated, profiles which were inferior to generic ones already available, and a lack of AI writers led to this project dying.
|
|||||
Urban Hover v1.0 Standard Format 1.63 KB TA Mutation Format 2.27 KB MacUTATOR Format 2.19 KB |
This AI was made for a map called The Streets of Venice. It is for urban maps with mixed water and land. It builds large defensive structures and puts up a very good fight. | N/A |
Yes |
N/A |
|
A simple Hover AI, created using AI Profiler.
|
Got an AI you've made? Want the TA world to see it? Well e-mail it to Quitch, please include a 50-100 word description and a note saying if you would like your name turned into an e-mail link along with the address that should be used. Finally add the name and URL of any MODS it may support.