History ArtificialStupidity / CommandAndConquer

27th Jul '17 10:51:45 AM Morgenthaler
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* ''TiberianDawn'' has the most of them all and are the easiest to exploit. Some examples follow:

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* ''TiberianDawn'' ''VideoGame/CommandAndConquerTiberianDawn'' has the most of them all and are the easiest to exploit. Some examples follow:
27th Jul '17 10:50:22 AM Morgenthaler
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* ''Tiberian Dawn'' has the most of them all and are the easiest to exploit. Some examples follow:

to:

* ''Tiberian Dawn'' ''TiberianDawn'' has the most of them all and are the easiest to exploit. Some examples follow:



* ''Red Alert'' examples:

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* ''Red Alert'' ''VideoGame/CommandAndConquerRedAlert'' examples:



* ''Red Alert 2'' examples:

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** Take a map where the sides are separated by water. The AI will NEVER build a Naval Yard or Sub Pen.
** The AI will only tech up if certain situations are met. Until then it will stop building.
* ''Red Alert 2'' ''VideoGame/CommandAndConquerRedAlert2'' examples:



* ''Generals'' examples:

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* ''Generals'' ''VideoGame/CommandAndConquerGenerals'' examples:



* ''Tiberium Wars'' examples:

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** Also in ''Zero Hour'', the new Retaliation feature in the game options makes units [[BerserkButton automatically counterattack]] anyone shooting at them from outside their weapon range and [[IGotYouCovered move to assist nearby allies under attack]]. This sounds like ArtificialBrilliance at first... until you realize that this also applies to aircraft bound to an airfield. This leads to bad decisions, such as an Aurora Bomber autonomously take off from its airfield and [[ThereIsNoKillLikeOverkill drop its bomb at an enemy infantry unit]] standing next to the airfield which [[TooDumbToLive ended up destroying the airfield, causing the Aurora to crash since it had nowhere to land anymore]].
** Similarly to the superweapon targeting issue in Red Alert 2, the AI seems to aim its damage-dealing Generals powers at the largest cluster of enemy units close to a building... which may lead to situations like the USA AI in ''Zero Hour'''s third GLA campaign mission calling in a [[UpToEleven triple]] [[DeathFromAbove A-10 strike]] onto its own power plants to kill a few Quad Cannons. The targeting of the superweapons themselves is a bit wonky at times too, leading to situations like the USA AI in the final GLA campaign mission of ''Zero Hour'' firing off a [[KillSat particle cannon]] at... eight Hackers tucked away in a corner out of reach from the player's base.
** Units won't automatically attack non-defense buildings (unless told to guard an area) in case you want to capture them: fair enough. The fact that they don't attack revealed Demo Traps, which explode when units are nearby, is purely this trope.
** The Chinese AI will occasionally send a wave of just infantry towards your base. Infantry are depressingly easy to kill, and every faction has at least one unit that can take out the wave before they even get into firing range.
** In some cases, the US AI will sell off its structures in order to amass a large amount of Rangers and send them in a massive human wave of... again, depressingly easy to kill squishies.
* ''Tiberium Wars'' ''VideoGame/CommandAndConquerTiberiumWars'' examples:



* ''Renegade'' examples:
** SuicidalOverconfidence -- The AI generally wasn't the brightest of the bunch. As a result, your rare allies would barely ever follow you to the area after the one you met them in, given that they survived against the respawning enemies while you killed the Officers (thus disabling respawns). The only allies that were able to follow you were EscortMission targets, which in turn had the tendency to stand between you and the enemies. They also didn't follow you as much as mindlessly charging ahead after you caught up with them at a checkpoint or saved them from enemies.

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* ''Renegade'' examples:
** The unit AI in ''Tiberium Wars'' -- and even more in ''Red Alert 3'', which uses the same engine -- was particularly vulnerable to long-ranged units because a unit under attack would not react if the enemy was outside of their acquisition range (contrast the behaviour in e.g. ''VideoGame/StarCraft'', where a unit would close in and counterattack if it could, or [[ScrewThisImOuttaHere run]] if it couldn't). Air units were particularly vulnerable, since so many anti-air units had ridiculously long ranges; a flight of Twinblades with an inattentive player, for instance, could be taken out by a single Bullfrog without reacting in the slightest as long as it remained at range. Unlike most AI bugs, actual AI players were unaffected by this, since they would always treat an attacking unit as a threat (indeed, they had rather the opposite reaction, sending tons of units at the slightest provocation), but human-controlled units were vulnerable.
** Easy mode here was even mentioned as being unchallenging in the manual, but the expansion takes it to new levels. Often they will run out of funds to buy a Tiberium Refinery and sell some structures.
** The harder difficulties go for bigger eco than even competitive players would. The problem? It doesn't scale with the map - on a 1v1 map, you can defend any Tiberium on your side and watch as the AI runs out of funds before reaching tier 3, which they reach very quickly.
* ''VideoGame/CommandAndConquerRedAlert3'' examples: The AI in this game finally fixed the Suicidal Overconfidence problem that has plagued [=CnC=] from its earliest days. The problem is, they turned things waaaay in the wrong direction. The easy mode AI is ridiculously cowardly, often keeping back an assault force unless the enemy is hideously weakened. It was especially prone to fleeing from base defenses even when it gravely outnumbered the defenders, and teleporting an AI's units to an opposing base will result in them immediately retreating. Subverted on the higher difficulties, where they still retreat, but usually circle around to find another entrance or draw opposing units out of position.
* ''VideoGame/CommandAndConquerRenegade'' examples:
SuicidalOverconfidence -- The AI generally wasn't the brightest of the bunch. As a result, your rare allies would barely ever follow you to the area after the one you met them in, given that they survived against the respawning enemies while you killed the Officers (thus disabling respawns). The only allies that were able to follow you were EscortMission targets, which in turn had the tendency to stand between you and the enemies. They also didn't follow you as much as mindlessly charging ahead after you caught up with them at a checkpoint or saved them from enemies.enemies.
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27th Jul '17 10:44:55 AM Morgenthaler
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* The ''VideoGame/CommandAndConquer'' games alone have many examples of this, most evident in the first game, ''Tiberian Dawn''. Some of the Aritificial Stupidities may overlap each other.

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* The ''VideoGame/CommandAndConquer'' games alone have many examples of this, most evident in the first game, ''Tiberian Dawn''. Some of the Aritificial Stupidities may overlap each other.other.
14th Aug '15 7:49:59 AM BluetoothMcGee
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* ''Tiberian Dawn'' has the most of them all and are is easiest to exploit. Some examples follow:

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* ''Tiberian Dawn'' has the most of them all and are is the easiest to exploit. Some examples follow:
6th Aug '15 1:47:28 AM WonkaBottleCaps
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** In general, the AI in Command & Conquer is purely scripted and does not respond to the type, number or direction you attack in at all. Each map's data tells the AI when to build which units, and which path they should take to your base. This explains why the exact same enemy unit compositions attack after specific time intervals again and again, and why they keep getting blocked by simple sandbag walls.

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** In general, the AI in Command & Conquer is purely scripted and does not respond to the type, number number, or direction you attack in at all. Each map's data tells the AI when to build which units, and which path they should take to your base. This explains why the exact same enemy unit compositions attack after specific time intervals again and again, and why they keep getting blocked by simple sandbag walls.
6th Aug '15 1:46:45 AM WonkaBottleCaps
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** In general, the AI in Command & Conquer is purely scripted and doe not respont to the type, number or direction you attack it at all. Each map data tell the AI when to build which units, and which way they should take to your base. This explains why the exact same enemy unit compositions attack after specific time intervalls again and again, and why they keep getting blocked by simple sandbag walls.

to:

** In general, the AI in Command & Conquer is purely scripted and doe does not respont respond to the type, number or direction you attack it in at all. Each map map's data tell tells the AI when to build which units, and which way path they should take to your base. This explains why the exact same enemy unit compositions attack after specific time intervalls intervals again and again, and why they keep getting blocked by simple sandbag walls.
11th May '15 11:55:27 PM Deathhacker
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Added DiffLines:

** Wall-Hugging -- The pathfinding AI for individual units often causes it to hug the closest edge of whatever terrain it's on (such as a shore or a cliff face), even when it would be shorter/more sensible to cut straight across. This is especially frustrating if you need to preserve something, as a lot of levels depend on the units just sneaking by the maximum range of enemy units, but if your units decide to hug the wrong wall...
6th Mar '15 4:00:16 PM jormis29
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*** When the AI sends all it's units into attack mode, the Harvesters attempt to attack, too. While this makes sense in RA2 where half the harvesters have mounted machine guns, that's several years down the line.

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*** When the AI sends all it's units into attack mode, the Harvesters attempt to attack, too. While this makes sense in RA2 [=RA2=] where half the harvesters have mounted machine guns, that's several years down the line.
20th Nov '14 7:45:07 AM MagBas
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** In ''Generals'' (without the ExpansionPack) the USA AI had very poor strategy (bear with the UnfortunateImplications). With their units thrown erratically at your base, they almost refused to build defenses, and could be defeated just because they went bankrupt from their stupidity.

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** In ''Generals'' (without the ExpansionPack) the USA AI had very poor strategy (bear with the UnfortunateImplications).strategy . With their units thrown erratically at your base, they almost refused to build defenses, and could be defeated just because they went bankrupt from their stupidity.
20th Oct '12 6:36:22 AM Fighteer
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** Theres also the fact that all the AI think it's a good idea to place their very expensive and dangerous superweapons on the edge of their base.
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