AI enhancement When I started playing Re-Volt, I soon placed a
pillow beside my computer where I could hit into when I had a huge lead in the last lap of
a cup and was suddenly hit by some rocket just to find me in last position and losing the
race. The AI in the original tracks rocks!
But it sucks in the custom ones! Cars
brake needlessly and get stuck in the middle of an open road. It gets even worse when it
comes to double sized tracks: you can beat every AI controlled RiffRaff car
with an Adeon and that's a shame.
But there are tricks to enhance the AI.
This doesn't mean to screw up the parameter files for your cars. You can of course do
that, but it will improve only the AI on your system, it won't change anything on the
systems where people downloaded your track upon. So the enhancement must be inside your
track.
In fact you must try to think as
an AI car while building your track to help them out! Some examples:
Long straights
AI cars with a higher top speed than yours have a good chance of winning the race when you
put some long plain sections in it. But in most cases (and with standard cars) a longer
straight will only give the human player an advantage.
Banked Curves
AI cars seem to drive on rails through banked curves, no matter how tricky you put them
up. But it takes a very experienced human driver to cut through a difficult bank section,
you'll often find yourself banging on the inner pole of it! I used quite a lot of them in
my track "Amarna" (see screens).
Power Ups
They are free for everyone in the game, but only AI cars make real good usage of them!
Almost every weapon an AI car points at you won't miss its target. So make sure to place
them, and place them at places where they are harder to reach for human drivers. I'll put
at least 2 of them per 100 metres of track length.
Narrow sections
If you placed powerups (you should!), a narrow section will break your neck sooner or
later! AI cars always choose the right point to drop oil or fake powerups just in front of
a narrow tile so there is no way to pass it left or right. Place your narrow sections in
front of a sharp curve and you'll get a lot of fun ("Aaah, oil slick, what the
f...!").
Pipes
A plain and straight pipe will most likely give the human driver an advantage because AI
cars tend to drop the ball bearing inside of it and other AI cars straight drive into it
(causing them to stop for a while). An advanced human driver can easily surround the ball
in a pipe.
But if you throw in a pipe turn or some
elevation changes inside the pipe, the AI cars start to shine! Especially the faster cars
are hard to control inside of tubes while the AI cars cut through it like nothing.
However, be careful with using pipes:
they are not only difficult to drive, in fact they can get very annoying when they are too
long. I earned a lot of critics for my pipe in "Amarna"
(see screen). Hah, but that's nothing: I drove through custom tracks where the only
different module beside the pipe was the starting tile. Bah!
Crossroads (after turns)
Human drivers tend to crush into the corner borders of a crossroad when it is placed
wisely. It does not have to be that extreme as in my track "Deimos"
(see screen) but anyway the AI cars will once again prove that they drive like on rails.
Square corners
There are lots of ways to implement square corners in order to give AI a chance in your
track. An experienced driver will take them as good as the AI, but its a good method to
slow down a newbie. These are 2 screenshots of "Akira"
where I featured a lot of square corners:
Everyone who commented this track on RHQ said it was quite
a challenge to beat the AI cars in it. It was because I used a combination of all the
tricks mentioned above to give the AI cars a fair chance of winning the track. |