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gangsters 2 - AI, is there one?

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Torangeblue

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Jun 12, 2001, 12:08:45 AM6/12/01
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I've only played up to mission 8 or 9, and so far, I've been bored out of my
mind since mission 3. The basic problem is, the AI doesn't seem to do anything
but sit there all day long. The AI would send in a few gangsters easily wiped
out by my groups of tommy gunners I carried over from the previous mission.
After that, its no contest. Using the same tommy gunners I can run amok all
over the AI territories claiming sites one after the another. Even the police
is no match against my tommy gunners. I pretty much can wipe out the entire
city with my groups of tommy gunners. (the reason my tommy gunners are so
powerful is because you don't lose the tommy gun when the muscle carrying it
dies. Therefore, once you buy an expensive tommy gun, it stays with you
FOREVER pretty much. The muscle might die, but muscles are very cheap to
replace)

Anyways ignore the 'advice' on the briefing. After the initial attack by the
AI, they WILL sit there and do nothing. I often leave my newly claimed
terrorties totally undefended because I know the AI won't lift a finger to
reclaim it. The AI won't send in intercepts when I intrude on their turf. The
AI won't attack my turf (except the initial rounds) The AI won't replace
muscles killed. The AI won't replace any gangsters killed. The AI won't do
anything period. All this on the HARD difficulty level too.

Anyone knows if the AI improves at later mission. Right now, I have no desire
whatsoever to continue the next mission because I know its going to be the
samething as previous missions. Defend the inital attack and then send in 2
groups of tommy gunners to take one site after another until the whole town is
yours. There'll be no twists, no massive AI attack, no AI to reclaim their
lost turfs, no interceptions by the AI, etc... just lot repetition of kill,
claim site, kill...

LShaping

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Jun 12, 2001, 12:24:51 AM6/12/01
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toran...@aol.com (Torangeblue) wrote:

>I've only played up to mission 8 or 9, and so far, I've been bored out of my
>mind since mission 3. The basic problem is, the AI doesn't seem to do anything

>but sit there all day long. <snip>

It is just being honest. If the game is multiplayer and you can
connect to a gaming site, try playing against humans.

Sam Jones

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Jun 12, 2001, 4:32:21 PM6/12/01
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That's no excuse. Gangsters 2 is clearly promoted as a single player
campaign based game on the back of the box. I don't own the game but
I looked hard at it in the shop. Then I remembered it was by Hothouse
and put it down again. I bought Cutthroats. At full price.


"I know you all have freedom to speak or write, but you people are doing too
much. Since old man says "NOBody scares shit to avoid, but they avoid
because its f_cking dirty."

- the everloving sokwoo lee

Mark Green

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Jun 16, 2001, 4:59:04 PM6/16/01
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toran...@aol.com (Torangeblue) wrote in message news:<20010611200845...@ng-mf1.aol.com>...

> whatsoever to continue the next mission because I know its going to be the
> samething as previous missions. Defend the inital attack and then send in 2
> groups of tommy gunners to take one site after another until the whole town is
> yours. There'll be no twists, no massive AI attack, no AI to reclaim their
> lost turfs, no interceptions by the AI, etc... just lot repetition of kill,
> claim site, kill...

And does anyone know how to deal with the dumbass AI on the player's
own units?
Example 1: Gangster has just gotten out of car when enemies come
running around corner. Gangster shoots at enemies, doesn't do too
well, gets low on health. I tell him to run back to the car and head
for home. Problem is, the enemy gangsters are on the other side of
the car. Never mind, there's a good chance he'll make it, and the car
will give him cover.
So, I click on the car. Gangster heads for the car, then an enemy
gangster shoots at him and misses, and he panicks because he's being
attacked, and turns away to run. I tell him to go to the car again.
He turns towards it, moves a little way, gets targeted, and runs
again. Eventually I get sick of this and just repeatedly click on the
car whenever he turns back, and the guy starts turning pirouettes in
the middle of the street. The enemy gangsters gun him down, of
course, but by that stage I think it served him right. It's the same
problem that happened with the long-range cannons in the original Z -
AI doesn't know how to take a calculated risk, and won't let you do
so. Although how the AI could possibly think that standing still
pirouetting was a good idea, I don't know.

Example 2: Driving along in our car, having reached the street on
which I clicked. I tell the driver to turn left, and he drives up to
the end of the road.. and turns around. It seems that these gangsters
decide how they're going to leave a street AS SOON AS THEY ARRIVE IN
IT. Ok, I tell him to take the other road in the same direction at
the other end of the street. He reaches it and.. turns around, going
back up to the left I told him earlier. Ok, I click on the left
again. He reaches it and.. turns around, going back down to the other
road I told him about before. AAAARRGGH! Forgive me, I was labouring
under the delusion that the differenec between gangsters and muscle
was that gangsters had some smarts. Evidently I was wrong..

Anyone know how to sort this out?

John Piddock

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Jun 17, 2001, 2:58:19 AM6/17/01
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mark....@reading.ac.uk (Mark Green) wrote in message news:<88139ee2.01061...@posting.google.com>...

In example one, and possibly example 2, you hold down the TAB key when
giving the order and it forces them to do it no matter what their
aggression level (you can set that too, that also helps). All this is
in the manual.

-John

shadows

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Jun 17, 2001, 1:05:11 PM6/17/01
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John Piddock jpid...@cyberzone.net wrote:

>In example one, and possibly example 2, you hold down the TAB key when
>giving the order and it forces them to do it no matter what their
>aggression level (you can set that too, that also helps). All this is
>in the manual.

Well why don't they just add this as a patch to the previous game?
I'm not paying more money for no-random map and a possibly feasible
ordering system.

No way. They fucked up too many games in a row.

--
Thamer Al-Herbish <URL http://www.whitefang.com/>

Mark Green

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Jun 18, 2001, 1:13:20 AM6/18/01
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jpid...@cyberzone.net (John Piddock) wrote in message news:<b8e2b08.01061...@posting.google.com>...

> In example one, and possibly example 2, you hold down the TAB key when
> giving the order and it forces them to do it no matter what their
> aggression level (you can set that too, that also helps). All this is
> in the manual.

Really? Where? I looked in the keys list on p24 (just to let you know
that yes, I do *have* the manual) and I couldn't see anything relevant there.
This then begs the two questions:

- Why should ability to trade off one means of escape against another have
anything to do with "aggression"? (How is fleeing "aggressive"?)
- Who the hell ever heard of using TAB as a click modifier key? What's
wrong with CTRL, ALT, or SHIFT? According to p24 they only have other
functions when clicked on buildings or friendly gangsters..

John Piddock

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Jun 18, 2001, 9:02:04 AM6/18/01
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mark....@reading.ac.uk (Mark Green) wrote in message news:<88139ee2.01061...@posting.google.com>...
> jpid...@cyberzone.net (John Piddock) wrote in message news:<b8e2b08.01061...@posting.google.com>...
> > In example one, and possibly example 2, you hold down the TAB key when
> > giving the order and it forces them to do it no matter what their
> > aggression level (you can set that too, that also helps). All this is
> > in the manual.
>
> Really? Where? I looked in the keys list on p24 (just to let you know
> that yes, I do *have* the manual) and I couldn't see anything relevant there.
> This then begs the two questions:

Under "Control Keys" -- "Direct Order (Ignore Agression setting)" --
TAB+LMB

> - Why should ability to trade off one means of escape against another have
> anything to do with "aggression"? (How is fleeing "aggressive"?)

Fleeing is low aggression level, they will flee at sign of enemy
gunfire. High aggression level they will fight to the death.

> - Who the hell ever heard of using TAB as a click modifier key? What's
> wrong with CTRL, ALT, or SHIFT? According to p24 they only have other
> functions when clicked on buildings or friendly gangsters..

Well Shift + LMB opens building or character window and Control + LMB
is used to select more then one gangster.

-John

Mitch Cannon

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Jun 19, 2001, 7:30:15 PM6/19/01
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You are so full of it. I'm currently on mission 9 and the previous one
was actually a contest. If you sent several teams to kill one of the
Ferelli brothers, the others would attack and most likely YOU COULDN'T
afford to hire enough hoods to defend. So if you're saying that you used
two teams of tommy gunners and took out all three of the brothers, then
you're full of it just that much more. I have two teams of tommy gunners
(both gangsters being five stars with guns) and they couldn't take down
all three at once. And this is on EASY. You're so full of it!! Geez,
people like you who post such lies and non-intellegent critiques about
games you probably couldn't get to level 4 make me sick.

Mitch Cannon
www.cbswebsolutions.com/sheet-fort


--
Posted via CNET Help.com
http://www.help.com/

Mitch Cannon

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Jun 19, 2001, 7:30:16 PM6/19/01
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Why must you constantly jones on a game when you aren't looking up all the
options that it clearly states in the manual?

Page: 30, first sentence under "IGNORING AGGRESSION SETTINGS"

Torangeblue

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Jun 20, 2001, 4:11:46 AM6/20/01
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Actually you are the one who's full of it. Because everything is scripted, I
CAN afford to defend very well The AI's pre-determined script will always
ensure the cpu attacking the same place with the same amount of gangster every
single time. Its easy for me (and I would imagine, lots good gamers out there)
to take advantage of that loophole and defeat the cpu with ease, something you
can't do apparently. I just wait at one spot with my best gangsters until the
cpu finishes running its attack script.

And because the AI is incapable of reacting to the player, its very easy to
send in a couple of gangsters to claim sites one after another and eventually
take over the whole town.(they won't try to relcaim sites) Withe 2 groups of
tommy gunners, the enemy guards stand no chance. I even took out the cops,
when they came with their sorry pistols.

I usually earn 1000+ at the end of the mission. I don't even bother to send
hitmans to finish the missions, I usually arm as many gangster I can hire and
buy up every single weapon available to go in for the kills.

Like I said, the game has no AI, just a bunch of pre-determined scripts that
can't even be used to claim undefended sites or replace fallen guards. I
eventually got bored after a few missions knowing the cpu won't give a real
challenge.

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