Granted, UT2004’s AI is not on par with Far Cry’s AI. The mercenaries in that game were incredible; never before had I seen enemies who understood how to prepare ambushes, hide behind cover, and keep moving behind cover if I attempted to circle them.
That said, the absence of AI bots form Far Cry’s multiplayer is preposterous. However, the absence of passable AI bots from UT2004’s realism mods is more preposterous, more so because UT2004 offers a robust AI framework that modders can exploit. Modders have no excuse not to include AI bots in realism mods, not when the UT2004’s bots already do almost everything a realism mod would demand from an implementation of AI bots.
Think about it. UT2004’s bots already understand how to attack, defend, and take multiple routes to the enemy base. They understand how the retreat, stand still and crouch for increased accuracy, and switch weapons depending on the situation. They also understand how to work in teams, listen for footsteps, and capture, hold, or destroy objectives.
Bottom line is, if UT2004’s bots can play Assault, and play it well—better, in fact, than most noobs would—then they should be able play realism mods, complete objectives and fight off humans, all at the same time. So why are UT2004 modders so incompetent at developing AI bots for realism mods?
This problem isn’t restricted to UT2004’s realism mods. Nearly every realism game built off the Unreal engine has featured worse AI than UT2004’s. For example, one of the highlights of the Rainbow Six series is the planning phase, and AI—both enemy and teammate—necessary to make it work. Rainbow Six or Rainbow Six: Rogue Spear’s AI was bad, and I expected Rainbow Six 3: Raven Shield, being built off the Unreal engine, to offer better AI.
Sadly, the AI in this game of “squad-based counter terror” did not receive the same facelift that the graphics did. Rainbow Six 3: Raven Shield’s enemies still did not understand how to work in teams, lean around corners, or hear their comrades getting slaughtered in the other room. However, this was offset by your teammates’ refusal to look left or right while storming rooms—something even FBI agents learn during training, and FBI agents are hardly elite counterterrorists—or hear enemies yelling out, “I need help here!” or “Who the…?”
Once, I even heard an enemy yell out “I need help here!” and “Who the...?” right behind my teammates. Enemies normally cannot yell out more than one line of dialogue unless they glitch, so my teammates had two chances to hear an enemy behind them, yelling at the top of his lungs. Alas, I remembered that my teammates were deaf, right before he killed down. He then wiped out my team, but not by spraying them. First, he killed my second teammate, then turned and killed my third teammate, then turned again before methodically killing my last teammate. Not once did my teammates turn to see what all the gunfire behind them was about. Even UT2004’s AI was better than this.
I won’t even go into how my teammates look straight ahead while storming rooms and getting killed by enemies standing to their left or right. With the exception of Far Cry, UT2004’s AI is still the best on the market—hey, bots can even hear gunfire behind them!
So where the hell are AI bots for UT2004’s realism mods. I understand why the AI in commercial realism games like Rainbow Six 3: Raven Shield is so awful—their programmers can’t program shiit—but modders have no excuse not to take advantage of UT2004’s robust AI framework. Why do developers refuse to exploit it for realism mods?
That said, the absence of AI bots form Far Cry’s multiplayer is preposterous. However, the absence of passable AI bots from UT2004’s realism mods is more preposterous, more so because UT2004 offers a robust AI framework that modders can exploit. Modders have no excuse not to include AI bots in realism mods, not when the UT2004’s bots already do almost everything a realism mod would demand from an implementation of AI bots.
Think about it. UT2004’s bots already understand how to attack, defend, and take multiple routes to the enemy base. They understand how the retreat, stand still and crouch for increased accuracy, and switch weapons depending on the situation. They also understand how to work in teams, listen for footsteps, and capture, hold, or destroy objectives.
Bottom line is, if UT2004’s bots can play Assault, and play it well—better, in fact, than most noobs would—then they should be able play realism mods, complete objectives and fight off humans, all at the same time. So why are UT2004 modders so incompetent at developing AI bots for realism mods?
This problem isn’t restricted to UT2004’s realism mods. Nearly every realism game built off the Unreal engine has featured worse AI than UT2004’s. For example, one of the highlights of the Rainbow Six series is the planning phase, and AI—both enemy and teammate—necessary to make it work. Rainbow Six or Rainbow Six: Rogue Spear’s AI was bad, and I expected Rainbow Six 3: Raven Shield, being built off the Unreal engine, to offer better AI.
Sadly, the AI in this game of “squad-based counter terror” did not receive the same facelift that the graphics did. Rainbow Six 3: Raven Shield’s enemies still did not understand how to work in teams, lean around corners, or hear their comrades getting slaughtered in the other room. However, this was offset by your teammates’ refusal to look left or right while storming rooms—something even FBI agents learn during training, and FBI agents are hardly elite counterterrorists—or hear enemies yelling out, “I need help here!” or “Who the…?”
Once, I even heard an enemy yell out “I need help here!” and “Who the...?” right behind my teammates. Enemies normally cannot yell out more than one line of dialogue unless they glitch, so my teammates had two chances to hear an enemy behind them, yelling at the top of his lungs. Alas, I remembered that my teammates were deaf, right before he killed down. He then wiped out my team, but not by spraying them. First, he killed my second teammate, then turned and killed my third teammate, then turned again before methodically killing my last teammate. Not once did my teammates turn to see what all the gunfire behind them was about. Even UT2004’s AI was better than this.
I won’t even go into how my teammates look straight ahead while storming rooms and getting killed by enemies standing to their left or right. With the exception of Far Cry, UT2004’s AI is still the best on the market—hey, bots can even hear gunfire behind them!
So where the hell are AI bots for UT2004’s realism mods. I understand why the AI in commercial realism games like Rainbow Six 3: Raven Shield is so awful—their programmers can’t program shiit—but modders have no excuse not to take advantage of UT2004’s robust AI framework. Why do developers refuse to exploit it for realism mods?