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Forum > Suggestions > Epic Suggestions > Fix up the AI functionality
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Bert28
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bump
 
InRomoWeTrust
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Originally posted by Bert28
Have timeouts in groups for the AI.


3
2 or less
1 or less
0


Added to OP.
 
conanfan
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my AI is a mess and will stay that way until we get something like this.

Too many input/outputs to click that many times.
 
InRomoWeTrust
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Bump and Epic
Last edited Mar 17, 2009 19:49:48
 
Bert28
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I got in epic....kinda!!
 
Xar
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Bump, because this needs to be implemented ASAP. This offseason would be much appreciated.
 
Ravenwood
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There should be a "clock running" special circumstance.
 
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Originally posted by Ravenwood
There should be a "clock running" special circumstance.


He has this listed.
 
supgreg
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http://goallineblitz.com/game/forum_thread.pl?thread_id=2337491&page=1#19711292

I started this and didn't realize you covered some of it. This is the small and skinny of it:

Originally posted by supgreg
Today, one of the teams I GM for called a timeout at the end of the 2nd quarter, the two immediate plays after were QB spikes to stop the clock with 30 seconds left.

http://img23.imageshack.us/img23/5043/spikes.jpg

Wouldn't it make sense that you could call for a spike if the clock was running? Why would anyone spike the ball with the clock stopped?

I suggest adding a "If Clock is Running" option to the Special Circumstance section of the Offensive AI inputs.

http://img23.imageshack.us/img23/2634/aiexample.jpg

Edit: Also adding a "If Clock Stopped" option would allow teams to run a play if it's stopped, call for a spike if it's running.


Side note: You are also telling me that spiking the ball doesn't take any time off the clock? A fix to that would be a good idea, also.


 
LouisvilleAg
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Also, be able to flip plays. A WR screen is always run on the left side. Why not run it to the right side depending on side of field.
 
Anarcho
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I would like to see the ability to group similar inputs into a larger input and be able to set percentages for each grouped input.

For example, if I have two identical inputs on offense for 1st down (i.e. Strong I and Regular I), the current AI makes it so I can only use one or the other, but not both (or I have to copy all of the plays from one input to the other, which is a pain and makes for really small percentages when you have a ton of plays). I'd like to be able to group the two inputs (for example into a larger "1st Down" input), then set the percentages for each input (like 50% for Strong I and 50% for Regular I).

Does that make sense?
 
dviss1
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Originally posted by Usama
drag n' drop. Holla!


I HEAR YOU LOUD AND CLEAR.

Instead of fixing the AI to match a specific play (that you want to force) you should simply be able to pick the play you want
THEN determine what you want the players to do. i.e. TE/HB/FB pass block or run route.

Also there should be a QB1/QB2 position so you can use a dual threat QB on those run plays.
 
dviss1
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Originally posted by supgreg
http://goallineblitz.com/game/forum_thread.pl?thread_id=2337491&page=1#19711292

I started this and didn't realize you covered some of it. This is the small and skinny of it:

Originally posted by supgreg

Today, one of the teams I GM for called a timeout at the end of the 2nd quarter, the two immediate plays after were QB spikes to stop the clock with 30 seconds left.

http://img23.imageshack.us/img23/5043/spikes.jpg

Wouldn't it make sense that you could call for a spike if the clock was running? Why would anyone spike the ball with the clock stopped?

I suggest adding a "If Clock is Running" option to the Special Circumstance section of the Offensive AI inputs.

http://img23.imageshack.us/img23/2634/aiexample.jpg

Edit: Also adding a "If Clock Stopped" option would allow teams to run a play if it's stopped, call for a spike if it's running.


Side note: You are also telling me that spiking the ball doesn't take any time off the clock? A fix to that would be a good idea, also.




This has been a known bug. Why they haven't fixed it yet I DON'T KNOW. They would rather make sure we have our pretty colors!
Last edited Mar 25, 2009 13:11:05
 
Anarcho
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For the love of all things good in this world, fix this.

The only thing that makes this process even remotely bearable is the use of the AI enhancer script. And it's so buggy and lags so bad that it is barely worth it.

I just had firefox crash after about an hour of AI updates when I went to save because the script acted up.

I have 88 inputs for offense so far. And an average of 10 outputs per. It's a nightmare to navigate. I need to add more, but it has become such a painstaking task that it's hard to get up the motivation to work on it.

I beg of you, help me Bort.
Last edited Apr 19, 2009 23:54:48
 
Raiders12
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This at the least:

In working with the offensive AI, (like most of you I am sure) I tend to find the ability to set certain plays cumbersome at best...

I would like to suggest/request the ability to select certain plays from the playbook to be run based on and from the specific offensive AI output.

What we have now seems a little restrictive based (from what I can tell) simply on the formation type selected.

Now I know some will run in here and say it would be way to easy to exploit, but remember, I am not asking for the D creator, just to be able to better select from the given plays available
 
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