Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Slade on November 21, 2025, 12:21:40 PM

Title: AI Pilots
Post by: Slade on November 21, 2025, 12:21:40 PM
Guys,

Its well past time we have some AI pilots.  I flew for 3+ hours today and did not encounter one pilot.  This is common.  We cant always fly during "peak" hours.

Could we find a balance maybe.  Maybe have it set so there is a minimal number of AI players on all sides.  Perhaps 10 AI fighter pilots bound to each country.


Thanks for considering,

X15  :salute

Title: Re: AI Pilots
Post by: Dadtallica on November 21, 2025, 12:27:25 PM
I’m for it but it’s not happening.

Would take probably about two years, would need two or three developers, and probably in the neighborhood of $400K.
Title: Re: AI Pilots
Post by: Slade on November 21, 2025, 01:19:10 PM
I hear you that it would take development.  AH actually have\had game modes with computer planes.  Some where really good.

So its not a matter of coding from scratch.  More of integrating what API's have already been developed and tested.

It would breathe new life into the game and help player retention.
Title: Re: AI Pilots
Post by: haggerty on November 21, 2025, 01:47:15 PM
I would love to see an option for AI to return your planes for you.
Say a bomber hits a strat, he can select AI return and up something else, leaving an option for him to get back into the bombers to gun, change course, etc.  I think it would increase activity and allow people that dont want to waste their time bombing to be able to bomb and still do something else on the return trip.  Would also decrease the need to bomb and bail.  If pilot doesn't return you can have AI gunners similar to auto ack or even allow others to join the bomber like manned guns.
Title: Re: AI Pilots
Post by: AKKuya on November 21, 2025, 01:54:38 PM
I've been advocating this for 5 years.  It just needs a team of volunteers to create AI Missions to be loaded into the Terrains. 
Title: Re: AI Pilots
Post by: Lazerr on November 21, 2025, 02:21:12 PM
The AI in the matchplay arena give a better fight than 85% of the current population.  They arent timid opportunists... they came to party.

Would be cool to see some in the arena.

If you are looking for a fight, log in there and try it.. especially during off-peak hours.
Title: Re: AI Pilots
Post by: hazmatt on November 21, 2025, 02:38:07 PM
That one WWI arena has some decent ai implementation and you can move north and south along the line if you want it to be more challenging. I forgot who set that up back in the day, but for sure it was well done.
Title: Re: AI Pilots
Post by: popeye on November 21, 2025, 03:00:48 PM
The first time I played Air Warrior against other human players was the last time I had any interest in playing against AI.
Title: Re: AI Pilots
Post by: Lazerr on November 21, 2025, 03:19:47 PM
The first time I played Air Warrior against other human players was the last time I had any interest in playing against AI.

Have you tried it?  If not it reminds me of my kids saying certain foods aren't good without trying it.  Would I rather play against real players?  Yes.  Is it possible AI injects some life into this game?  Yes.

Id recommend trying it.  Id rather have targets in the MA to put some life into it at off peak times, than fly around with nothing to shoot.
Title: Re: AI Pilots
Post by: Eagler on November 21, 2025, 06:08:21 PM
It could add so many new and interesting possibilities to the game..

No more undefended bases for the hordes..

Varying ai skill levels..

Eagler
Title: Re: AI Pilots
Post by: The Fugitive on November 21, 2025, 06:40:18 PM
The first time I played Air Warrior against other human players was the last time I had any interest in playing against AI.

Same here. Ill use the AI to practice something Im trying to figure out in a plane,  or work on my aim..... not that that really seems to help me. But a big no to AI in the MA.
Title: Re: AI Pilots
Post by: AKKuya on November 22, 2025, 04:55:29 AM
That one WWI arena has some decent ai implementation and you can move north and south along the line if you want it to be more challenging. I forgot who set that up back in the day, but for sure it was well done.

That was Captrips.

You take the SMPizza map.  Each country has AI Missions on repeating schedules, launching attacks on opposing countries.  Over time, more missions get loaded into the terrain, creating a constant round-the-clock action.  Players logging on see constant activity from both players and Missions.  That's what Trips did with the WW1 arena.

This would be done to the other maps.
Title: Re: AI Pilots
Post by: Dadtallica on November 22, 2025, 09:54:16 AM
That was Captrips.

You take the SMPizza map.  Each country has AI Missions on repeating schedules, launching attacks on opposing countries.  Over time, more missions get loaded into the terrain, creating a constant round-the-clock action.  Players logging on see constant activity from both players and Missions.  That's what Trips did with the WW1 arena.

This would be done to the other maps.

I have a long running project with ChatGPT where I have had it do extensive research about what would take to implement the changes that are thrown around in here. It has some pretty intimate knowledge of what it takes to make this game go as the best it can from what is publicly available.

Let’s just take AI pilots for example. I would be for it. It would be nice to have something to always do, but I’m not one who complains about nothing to do or the “no good fights”. I’m just fine if it’s slow either logging off or doing my own things somewhere until it starts a fight or I log off again. If there’s no good fights anywhere then go start one.

Anyway, it’s not gonna happen…

Short version: that suggestion is not just “add some missions” – it’s basically:

“Turn every MA terrain into a scripted, always-running, AI war layer.”

Here’s what it would actually take, broken into concrete pieces.

1. Core requirement: AI that can fly MA-style missions

Trips’ WW1 arena work used the mission/AI system that already exists, but in a much more controlled environment:
   •   Fewer plane types
   •   Smaller map
   •   Lower speeds
   •   Designed for “set pieces,” not 24/7 MA chaos

To do SMPizza-style round-the-clock AI on main maps, you need:

A. Robust AI mission engine in the MA
   •   AI flights that:
   •   Take off from fields
   •   Form up
   •   Fly waypoints
   •   Attack strat/fields/convoys
   •   RTB or despawn cleanly
   •   AI must interact correctly with:
   •   Flak
   •   Radar/DAR
   •   Strat damage
   •   Field capture states
   •   ENY / perk / arena rules (or be explicitly exempted)

If AH’s current mission system is still mostly “offline/WW1/scenario only,” that logic has to be:
   •   Hardened for 24/7 uptime
   •   Moved server-side in the MA
   •   Protected against filling the arena with zombie AI when nobody’s there

Think of it as: “WW1 missions, but industrialized and made safe for the main arena.”

2. Terrain integration: baking missions into SMPizza & friends

The suggestion assumes:

“You take the SMPizza map. Each country has AI missions on repeating schedules… This would be done to the other maps.”

That means for each terrain you need:

A. Terrain tagging & route layout

For every AI mission:
   •   Start field
   •   Form-up waypoint(s)
   •   Ingress route (low, high, through gaps in flak?)
   •   IP & attack profile
   •   Egress route
   •   RTB / despawn point

On SMPizza alone, you’d probably want:
   •   Multiple mission types per country (strat raids, field attacks, escorts, CAP, jabo, convoys)
   •   Variants for different target sets so the map doesn’t feel on rails

Terrain builders would have to:
   •   Mark safe-ish ingress paths (terrain masking, water, valleys)
   •   Flag “AI-sane” takeoff/landing fields
   •   Design routes so AI doesn’t constantly auger into mountains or fly through 30k of flak

Then repeat this for every active MA terrain.

B. Map-maker burden vs. Dale
   •   Map makers can design:
   •   Routes
   •   Waypoints
   •   Target sets
   •   Mission templates
   •   Dale/engine must:
   •   Expose hooks in the terrain format
   •   Load those mission templates when the terrain loads
   •   Tie them into the AI engine and arena rules

So yes, this is very much terrain + engine work, not something the map guys can do alone.

3. Scheduling & scaling the “constant action”

The user wants:

“AI Missions on repeating schedules… Over time, more missions get loaded into the terrain, creating a constant round-the-clock action.”

Implementation-wise, you need a mission scheduler:

A. Scheduler logic
   •   Per-country mission pools:
   •   Mission A (HQ raid) every X minutes
   •   Mission B (medium strat hit) at Y:05, Y:35
   •   Mission C (fighter sweep) if enemy owns sector row NN
   •   Etc.
   •   Conditions:
   •   Don’t launch a new HQ raid if HQ is already dead
   •   Don’t spawn out of a field that’s closed
   •   Maybe scale mission count with player count, so the arena doesn’t become an AI zoo at 200+ players

B. Server performance guardrails

Every AI flight:
   •   Is a bunch of aircraft entities
   •   Doing FM solves
   •   Shooting, colliding, calling events

To keep it sane:
   •   Cap concurrent AI groups per sector and per arena
   •   Despawn AI cleanly if no players are anywhere nearby
   •   Possibly reduce AI update rate when far from players

Without this, you risk:
   •   CPU spikes
   •   Weird lag when AI become numerous
   •   Very noisy strat state (fields constantly dotted, fuel down, etc.)

4. Design questions HTC would have to answer

These are the “hidden requirements” nobody wants to think about in a BBS post but Dale would have to design:
   1.   Do AI missions actually change the map?
   •   Can they drop a field, kill HQ, kill strat?
   •   Or are they “visual background noise” only?
   2.   How do players interact with them?
   •   Can you join an AI mission (auto-slot into a bomber in the package)?
   •   Can you “defend allied AI raid” as a mission type?
   3.   Scoring & perks
   •   Do kills on AI pay full score?
   •   Do AI kills count toward perks / ranks?
   •   If yes, can you abuse the system by farming predictable AI tracks?
   4.   Map rotation impacts
   •   Every active map needs its mission set maintained when:
   •   Strat layout is changed
   •   New bases added
   •   Targets moved

That’s ongoing maintenance, not “one and done.”

5. Rough time / effort framing

This is napkin-level, but in AHIII terms:

Engine / code side (Dale or equivalent)
   •   Expose / harden AI mission engine for MA use: 3–6 months
   •   Build scheduler + condition system: 2–3 months
   •   Integrate with strat/ENY/scoring safely: 1–2 months
   •   Load missions from terrains & tools: 1–2 months
   •   Testing & tuning: 2–3 months

Solo dev total: probably on the order of 9–14 months to have it solid and not game-breaking.

Terrain / mission design side

For each major map (SMPizza, etc.):
   •   Design mission types & routes per country
   •   Tag waypoints & targets
   •   Playtest for stupidity (AI flying through 5k hills, etc.)

If one experienced terrain/mission designer focused on this:
   •   1–2 months per terrain for a “good” mission set (not just 2 token raids).

Multiply by however many main maps you keep in rotation.

6. Real talk: what this feature actually is

The suggestion sounds simple:

“Just do what Trips did in WW1 but on SMPizza.”

But in engineering language, it’s really:

“Create a robust, arena-safe AI mission layer and tie it to every main terrain, so the world feels like there’s always a war happening, even with low population.”

That’s:
   •   A new systemic feature (AI war layer)
   •   A set of tools and formats (mission templates bound to terrains)
   •   A recurring ops task (maintaining missions as maps/strat change)

7. Estimated Cost to Implement & Maintain a 24/7 AI War Layer Across All MA Terrains

Implementing a persistent AI-mission war layer is a major systems feature, not a bolt-on. The cost breaks into two categories: (1) Engine & AI development, (2) Terrain-specific mission design and long-term maintenance.

A. Engine / Core Systems Cost (AI + Scheduler + MA Integration)

These numbers assume one senior engineer (Dale-equivalent) working full-time:

Development time: ~9–14 months
   •   AI hardening for MA use (flight logic, despawn rules, flak/strat awareness): 3–6 months
   •   Mission scheduler with conditions + safe concurrency logic: 2–3 months
   •   Strat/ENY/scoring integration: 1–2 months
   •   Terrain-hook system + mission template loader: 1–2 months
   •   Testing, tuning, debugging in live environment: 2–3 months

Cost band (solo dev):
   •   Assuming industry-low indie salary modeling: $120k–$230k
   •   If contracted externally at realistic senior-engineer rates: $180k–$350k

Notes:
   •   This cost is unavoidable — no terrain volunteer or map maker can reduce this portion.
   •   This part determines whether the system crashes servers, spawns too many AI, or causes strat degeneration loops.

B. Map / Terrain Mission-Set Development (Per Terrain)

Every MA terrain (SMPizza, Oz, AvA maps if included, etc.) requires:

Mission-set design cost:
   •   Route layout (safe ingress/egress), altitude bands, target sets, conditional logic
   •   Testing AI survivability vs flak/mountains
   •   Balancing country mission parity
   •   Avoiding choke-points where 20 AI spawn and auger

Time per terrain:
   •   1–2 months for a full, high-quality multi-mission set
   •   Faster if “lite” mission lists are used (not advised; they look robotic)

Cost band:
   •   Volunteer-built: $0 direct, but extremely high labor/time cost (and quality varies)
   •   Contracted designer: $8k–$20k per terrain

Multiplying across 4–6 active MA terrains:
   •   $32k–$120k total if contracted
   •   ~6–12 months of real calendar time even with good volunteer coverage

C. Maintenance Cost (Ongoing)

This is where people underestimate the feature.

AI missions must be updated whenever:
   •   A strat target is moved
   •   A new version of a terrain drops
   •   DAR/strat/factory values change
   •   AI logic is patched or tweaked
   •   A field gets repositioned
   •   A new aircraft is added that interacts with AI

Annual upkeep estimate:
   •   ~4–6 weeks/year developer maintenance
   •   ~2–4 weeks/year per terrain (mission review + patching)

Annual cost band:
   •   Developer: $10k–$25k
   •   Terrain/mission upkeep: $8k–$20k per year
   •   Total annual upkeep: $18k–$45k

D. Total Estimated Cost (Initial + Yearly)

Initial Implementation (first 12–18 months):

$150k – $370k
(If done by a single full-time developer + occasional contractors)

Yearly maintenance thereafter:

$18k – $45k per year

E. Summary Sentence (for the ranked list version)

Implementing a constant AI war layer across all MA terrains would require ~9–14 months of core-engine work plus 1–2 months of mission-set building per terrain, costing roughly $150k–$370k upfront with $18k–$45k in annual maintenance to keep missions synchronized with strat, terrain updates, and game balance.

Building round-the-clock AI missions for all Main Arena maps would require new engine systems—a full mission scheduler, smarter AI routines, load balancing, and integration with strat, radar, and terrain safety. Every map would still need dozens of hand-built mission routes, balanced and collision-checked, followed by months of testing so AI doesn’t break arena flow, field ownership, or server performance. In total, it becomes an entirely new subsystem, demanding close to a year of engineering, months of terrain work, and ongoing maintenance, not a simple script or map tweak.
Title: Re: AI Pilots
Post by: The Fugitive on November 22, 2025, 10:07:00 AM
I would think a large portion of this stuff is already built. When Hitech was working on "Combat Tour" a lot of these things were talked about being in that version of the game. I wonder how much of this stuff is already made and how much trouble it would be to finish it off?
Title: Re: AI Pilots
Post by: Eagler on November 22, 2025, 10:16:12 AM
Air starts could be used to speed things up..

Eagler
Title: Re: AI Pilots
Post by: AKKuya on November 22, 2025, 11:17:42 AM
Sounds like this would be a great project for game developers working as a team.  Just need a sugar daddy or mommy to pay for it.
Title: Re: AI Pilots
Post by: Dadtallica on November 22, 2025, 07:11:36 PM
I would think a large portion of this stuff is already built. When Hitech was working on "Combat Tour" a lot of these things were talked about being in that version of the game. I wonder how much of this stuff is already made and how much trouble it would be to finish it off?

Would imagine it would probably help. I feel the big takeaway from something like this is not what it would require to make it happen but what does it require to keep it happening day after day.
Title: Re: AI Pilots
Post by: Slade on November 23, 2025, 06:28:12 AM
Great feedback on this thread.  There is definite interest.  This could be a game saver.

I think internal combustion engine, electricity, AC, the Internet all had detractors.  Life is better with these of course. No I am not advocating AI replace human players.  I said some and at a minimal\controlled levels (~10 per country). :old:

That said, those who can see this benefit objectively also instantly see the value.  :rock 


Dale, what say you?
Title: Re: AI Pilots
Post by: hazmatt on November 23, 2025, 08:11:36 AM
I have played other games with integrated AI and it does add another level to the game play and it my experience it's a positive add.
Title: Re: AI Pilots
Post by: popeye on November 23, 2025, 08:21:54 AM
This could be an advertising opportunity to help pay for the AI player development..

https://www.minakasirifar.com/friend

Seems like there might be a market here.   :D
Title: Re: AI Pilots
Post by: The Fugitive on November 23, 2025, 08:43:51 AM
Great feedback on this thread.  There is definite interest.  This could be a game saver.

I think internal combustion engine, electricity, AC, the Internet all had detractors.  Life is better with these of course. No I am not advocating AI replace human players.  I said some and at a minimal\controlled levels (~10 per country). :old:

That said, those who can see this benefit objectively also instantly see the value.  :rock 


Dale, what say you?

9 individual posters, 2 of which dont like AI for the game. 19 posts out of the 297 views, not to mention how few of the actual player count visits the BBS and you think that there is "There is definite interest"?






 :headscratch:  OK?
Title: Re: AI Pilots
Post by: Dadtallica on November 23, 2025, 08:59:09 AM
I can’t find the link where Dale said he was done but it should be posted immediately everytime this happens.

That link should be the stickiest of stickies.

The game is what it is… like it or don’t.
Title: Re: AI Pilots
Post by: Eagler on November 23, 2025, 09:17:51 AM
Yep..we are down to map size for the only real way to affect gameplay and that is only due to the outstanding dedication the map makers have to this game..

Eagler
Title: Re: AI Pilots
Post by: CptTrips on November 23, 2025, 09:30:57 AM
I can’t find the link where Dale said he was done but it should be posted immediately everytime this happens.

That link should be the stickiest of stickies.

The game is what it is… like it or don’t.

I took that as the meaning of this post:
https://www.hitechcreations.com/flight-simulators/2278-what-s-changing-with-our-combat-simulator-aces-high-in-2023 (https://www.hitechcreations.com/flight-simulators/2278-what-s-changing-with-our-combat-simulator-aces-high-in-2023)

Title: Re: AI Pilots
Post by: Animl-AW on November 23, 2025, 10:48:29 AM
If you read the post by HT with a clear mind, he does not say he will do nothing more, in fact, while not disturbing the core of design, tweaks will be made.

Aside from older, yet still highly acceptable graphics, I myself don’t want to see the core disrupted.

Maps and skins help sustain a freshness.

While the, and every, community will have inner conflicts, its more like family than most. Its irreplaceable as some have been like family for over 35 yrs. Thats not something that can be created, it naturally evolves over time.

No one should ever be ridiculed or shamed for trying to give it reason to continue. Too bring numbers up, to show others what they might be missing, to throw ideas at the wall to see what sticks/works. No one should be discouraged even if you disagree with an approach.

Since my return, 2022, this community has made great strides in making bbs and ch.200 a more acceptable environment. Even at times it IS bad, its not as bad as it was, its not as bsd as nothing.

As much as it sucks, I’d rather be the center point of heat than see 5-10 going after 5-10 others, within reason. Anyone who knows me, I’m a decent human swallowed whole in
morals, so if I treat someone poorly they should ask themselves why. I do not do it across the board. I cannot be broken more than I already have been.

Nothing is perfect, everything is temporary. No matter how the world changes, AH will always feel like home to many, despite the pros, cons and disagreements. For some, as hard as life can get, its a happy place to break from it. Allow it. Even former players find it hard to leave, that is rare in any game. Like any home and family, when someone kicks the trash cans over, make it as uncomfortable as possible to do so. Its not unacceptable to protect your happy place from vexations to the spirit.

No matter what some thinks, AW is the forefather of AH, many of us will still make comparisons. This is what we always wished AW would have become. But like most kids who grow up, they take on a life of its own, the DNA is still there. Thank god for Kesmai and HTC for making a home we refuse to leave.

There is no other game like it and like our scenarios its irreplaceable. Ya can’t build a community like this.

All that glitters is not gold, but antiques are always cherished, as is. A lot of memories in that “junk”.

You can always buy and drive a new car, there’s nothing like getting in a 1968 Camaro with a 350, 4 on the floor and Micky Thompson tires on the back and crushing the gas pedal.

<S>

Title: Re: AI Pilots
Post by: icepac on November 23, 2025, 12:22:06 PM
Only if the AI pursuer might be scraped off your six by flying past a fellow countryman. 

If one AI plane lands a bullet on another, the other responds by focusing his attacking on the last plane to land a hit on him…..regardless of what either AI was doing before. 

If a human operated plane lands a bullet on an AI plane, the AI plane immediately focuses his attacking on the last plane to land a hit in him.
Title: Re: AI Pilots
Post by: Slade on November 23, 2025, 12:55:13 PM
Quote
9 individual posters, 2 of which dont like AI for the game. 19 posts out of the 297 views, not to mention how few of the actual player count visits the BBS and you think that there is "There is definite interest"?

The prompt below brings up myriad posts for this on the AH BB.  Each with dozens of responses.

site:bbs.hitechcreations.com (AI OR bots OR drones OR "computer opponent" OR "AI pilot")


The message you are reading is just the most recent.  :salute


Title: Re: AI Pilots
Post by: Slade on November 23, 2025, 01:00:01 PM
Quote
Aside from older, yet still highly acceptable graphics, I myself don’t want to see the core disrupted.

Nor I. 

I like most, dont want to fly for hours and not be able to find an opponent.  We all cant fly during "peak" hours.
Title: Re: AI Pilots
Post by: Animl-AW on November 24, 2025, 10:26:54 AM
I can’t find the link where Dale said he was done but it should be posted immediately everytime this happens.

That link should be the stickiest of stickies.

The game is what it is… like it or don’t.

Read it like the bible and come to your own conclusion.

https://www.hitechcreations.com/flight-simulators/2278-what-s-changing-with-our-combat-simulator-aces-high-in-2023
Title: Re: AI Pilots
Post by: Dadtallica on November 25, 2025, 05:54:52 PM
Read it like the bible and come to your own conclusion.

https://www.hitechcreations.com/flight-simulators/2278-what-s-changing-with-our-combat-simulator-aces-high-in-2023

Why would I read it like a fairy tale?

Edit: nothing changed after reading other than I noticed more hyperbole than last time. Especially the last two paragraphs.

As I and others have said, the game is what it is. Play it or don’t. It’s just a game.
Title: Re: AI Pilots
Post by: Animl-AW on November 26, 2025, 10:35:51 AM
Why would I read it like a fairy tale?

Edit: nothing changed after reading other than I noticed more hyperbole than last time. Especially the last two paragraphs.

As I and others have said, the game is what it is. Play it or don’t. It’s just a game.

Meh! As you said, it is what it is.

Many request would gut the core of the game.

Updates like poly count and a few graphic updates would put a fresh face on things but not disrupt the core of game play. Things like 2 countries and AI would.

I’m not holding my breath. As long as things don’t go bad I’m here. Its good as is. Not as competitive, why selling other games here only hurt it, as opposed like older days when graphics were equal and you could do that with no harm. It came down to game play. Now its all about graphics, even if actual game play sucks. We have the best game play IMO. How many have a human horde fighting a human horde?

The way I see it, games with better graphics have sad game play. More money in game and gear for less game play doesn’t cut it for me. Also, other modern sims have more bugs too.

Title: Re: AI Pilots
Post by: Eagler on November 26, 2025, 10:41:32 AM
If it's try something new or let the game die it's slow death as subscribers slowly die off  I am for trying something new..

Issue is there's no one to implement any real change so we wait until enough of us die off and HT doesn't make a profit any longer and the game goes dark..

Eagler
Title: Re: AI Pilots
Post by: Animl-AW on November 26, 2025, 11:28:32 AM
If it's try something new or let the game die it's slow death as subscribers slowly die off  I am for trying something new..

Issue is there's no one to implement any real change so we wait until enough of us die off and HT doesn't make a profit any longer and the game goes dark..

Eagler

And then there’s that.
I think most sims are of intellectual types. The history and mechanics and learning to stay with it.

I don’t know if you notice, but IMO, thinking has become something of the past. Theres no history or mechanics in things like space games and others, its all made up. In sims there is a mental investment and a devotion to it, because learning never stops. 35 yrs later, I’m still learning, whether history, mechanics or ACM. Its a game for thinkers. And by cod, we tell each other what we think and who can out think the rest. It has a challenge that almost never dies, it has a drive, and what you learn really did happen.

To lure the younger crowd you need competitive graphics to set the hook, because it goes well beyond graphics. That’s all I’d be willing to change. This core is gold plated and should remain so.

I may not agree with some people, but bless them for taking the journey with us.

>IMO<


Title: Re: AI Pilots
Post by: Dadtallica on November 26, 2025, 12:24:37 PM
What makes any of you think Dale wants to do anything major with this game? All of this is moot unless you know that answer.

I think we know the answer.
Title: Re: AI Pilots
Post by: Animl-AW on November 26, 2025, 12:48:05 PM
What makes any of you think Dale wants to do anything major with this game? All of this is moot unless you know that answer.

I think we know the answer.

I don’t see anyone thinking anything major is coming. Doom and gloom doesn’t change that.

Edit: Some things request would take a lot of coding and testing, its not going to happen, imo
Title: Re: AI Pilots
Post by: Slade on November 26, 2025, 02:57:40 PM
I read the link.  I see your point.   Might be useful to remove the Wish List forum if there is zero chance nothing major will be done.

Love this game.  I appreciate it being sustained just as it is.

Honestly, if I could change just one thing it would be to credit for killing a manned 88.

Thanks for all the posts.  :salute
Title: Re: AI Pilots
Post by: Animl-AW on November 26, 2025, 06:18:31 PM
Well something to consider. they don't think any update was major to begin with.

To say there will be no development, which is understandable thought, it depends on how one defines development.

There have been some things done since that article was posted. New connection, some bugs fixed, some tweaks. Changes in some terrain tiles approved.

Just because some players ideas weren't done, doesn't mean zero is done, it mostly means they didn't agree it should be done, and what it takes to do them if they did.

A lot don't understand the little things can have big effects, and those effects may not be in the intended direction of the design. You do big things that fail and it's in big trouble.

Raising the dar alt changed game play as more can go under radar to a base. Hardening ammo bunkers changed game play The little tweaks can have good and horrible effects, some they are not willing to gamble on.

This list goes back 25 yrs, very little was ever used,... why it's called a wish list.

It comes down to, it is what it is, until it's not.



Title: Re: AI Pilots
Post by: hitech on December 02, 2025, 10:48:35 AM
Read it like the bible and come to your own conclusion.

https://www.hitechcreations.com/flight-simulators/2278-what-s-changing-with-our-combat-simulator-aces-high-in-2023

I did not write that page. Not sure who wrote it for us.

HiTech
Title: Re: AI Pilots
Post by: hitech on December 02, 2025, 11:14:38 AM
Every thing asked is already in the mission system. The item that was not asked for is the system to select which mission to run. I.E. since take off filed always changes a system to select which mission to run from what field would be needed. We could already have mission periodically take off from primary (uncapturable fields) and bomb Strat targets which do not change countries. 

Every thing needed to design the "what could be done now" is available including ability to upload the missons and test in the events arenas. You clould even joing the ai mission as one of the raiding party.

HiTech
Title: Re: AI Pilots
Post by: Eagler on December 02, 2025, 11:59:51 AM
Every thing asked is already in the mission system. The item that was not asked for is the system to select which mission to run. I.E. since take off filed always changes a system to select which mission to run from what field would be needed. We could already have mission periodically take off from primary (uncapturable fields) and bomb Strat targets which do not change countries. 

Every thing needed to design the "what could be done now" is available including ability to upload the missons and test in the events arenas. You clould even joing the ai mission as one of the raiding party.

HiTech

Thanks for your input HT!

I don't know enough about missions or arena setup to fill a thimble..so I will let others comment on that..

Hope you and yours have a fantastic holidays!

Eagler
Title: Re: AI Pilots
Post by: AKKuya on December 02, 2025, 03:08:59 PM
Thanks, Dale.   :salute


We just need volunteers who understand AI programming to create the AI missions for Terrain uploading.  This stuff is over my head.
Title: Re: AI Pilots
Post by: Slade on December 03, 2025, 08:59:18 AM
This is very exciting news!   Please let me know what I can do to help test it.  Maybe a snippet on one of the webpages or a post in the Help Forum would be useful.

Thanks, Dale.  :salute
Title: Re: AI Pilots
Post by: Animl-AW on December 03, 2025, 02:01:28 PM
I did not write that page. Not sure who wrote it for us.

HiTech

Ahhh ha! Thanks for clarification. Unless informed otherwise I will disregard it.

ALSO, a small request, cash and carry fast-food at refueling stations <nods> its a game changer
Title: Re: AI Pilots
Post by: Animl-AW on December 03, 2025, 02:10:58 PM
This is very exciting news!   Please let me know what I can do to help test it.  Maybe a snippet on one of the webpages or a post in the Help Forum would be useful.

Thanks, Dale.  :salute

Well, I’m not sure who would do such a thing, but someone disconnected and stole the AC breaker for AI production facility. Sorry <one hand held behind back>.
Title: Re: AI Pilots
Post by: haggerty on December 03, 2025, 02:41:03 PM
I did not write that page. Not sure who wrote it for us.

HiTech

That's kind of concerning, in 2023 where there any other employees that would write like Aces High is theirs and had access to publish that to the main page?  I would imagine it's whoever publishes the special events... Though it's just buzz words and fluff, it's a nice gesture to players to let them know what is happening, or not happening.
Title: Re: AI Pilots
Post by: mustng2 on December 08, 2025, 12:06:56 PM
I am not advocating for AI, but in response to the mission use, I could make a mission, but each mission is tied to a particular map and initiation point.   To have a mission ready to launch in the Main arena, I would have to make 3 missions for each map in the rotation to allow me to launch for my country field assignment.  Not an easy task.
Title: Re: AI Pilots
Post by: AKKuya on December 08, 2025, 02:15:53 PM
It would require a team of volunteers working together.
Title: Re: AI Pilots
Post by: Animl-AW on December 09, 2025, 09:30:06 AM
I am not advocating for AI, but in response to the mission use, I could make a mission, but each mission is tied to a particular map and initiation point.   To have a mission ready to launch in the Main arena, I would have to make 3 missions for each map in the rotation to allow me to launch for my country field assignment.  Not an easy task.

I think you should do what the masses would like.
I’m just one old skewl voice.

Whatever makes the game rock
Title: Re: AI Pilots
Post by: Lazerr on December 09, 2025, 10:47:15 AM
I think folks against AI are being pretty selfish, as well as blind.  These AI missions in the arena will generate targets, and dar bar.  Real players are going to migrate towards this area of action, and then you have... wallllahhhh.. a fight.

I think this is almost crucial to get players interested in the game at non peak hours.  I also think it would enhance the game during peak hours.

The types of AI missions, skill level of the AI, and other factors like that would play a huge role in its success.

If you have a problem with AI, I find it hard to see how you are comfortable with killing static objects like guns, town buildings, and hangars... with almost no opposition at times.
Title: Re: AI Pilots
Post by: Eagler on December 09, 2025, 11:03:20 AM
^^^^^
What he said...

Eagler
Title: Re: AI Pilots
Post by: fuzeman on December 09, 2025, 11:04:17 AM
How would these AI drones effect ones rank or score, not that I care about that too much, but would a drone B-17 kill be the same as killing a player flying one.
Title: Re: AI Pilots
Post by: hazmatt on December 09, 2025, 11:25:48 AM
If you have a problem with AI, I find it hard to see how you are comfortable with killing static objects like guns, town buildings, and hangars... with almost no opposition at times.

Stop with the logic, please sir!
Title: Re: AI Pilots
Post by: Lazerr on December 09, 2025, 11:38:32 AM
How would these AI drones effect ones rank or score, not that I care about that too much, but would a drone B-17 kill be the same as killing a player flying one.

Well technically killing a a manned gun is killing AI.. you only get damage points for that, no kill credit.  Which is wrong, but we live with it.

A kill is a kill in my opinion.  If someone wants to pad their score going after AI drones inb a strat factory.. go for it.  Im I likely going to hunt someone who primarily score potatos AI drones.. again.. a fight.

In the dueling arena.. it says "xxx player has shot down AI8"

Again, I dont see this game lasting much longer as vets pass on, and almost no interest from new blood.  Who can blame them?  Log in between 8am cst and 2pm and tell me it's fun.  It isn't.

If this is something possible, I hope some folks step out of their narrow little realm and at least go log into the matchplay arena and see what the AI has to offer.

Its moons above what most of the remaining player base has to offer.
Title: Re: AI Pilots
Post by: AKKuya on December 09, 2025, 01:04:32 PM
How would these AI drones effect ones rank or score, not that I care about that too much, but would a drone B-17 kill be the same as killing a player flying one.

Only HT can answer that one.  My guess is that an AI kill is the same as a player kill.  That depends on if HT has built in such a feature.
Title: Re: AI Pilots
Post by: hazmatt on December 09, 2025, 04:13:08 PM
Again, I dont see this game lasting much longer as vets pass on, and almost no interest from new blood.  Who can blame them?  Log in between 8am cst and 2pm and tell me it's fun.  It isn't.

If this is something possible, I hope some folks step out of their narrow little realm and at least go log into the matchplay arena and see what the AI has to offer.

Its moons above what most of the remaining player base has to offer.

Even when there were players there it seemed that few would even fight if they didn't have alt and numbers in their favor.

For sure it would be easier to try to get the previous players to return then to try to recruit new ones, many who can't get past the subscription model. The problem is like you said that many of the previous players are leaving us permanently.

I had been hoping something would change but at this point I'm pretty sure that it will end up like Warbirds. It appears that Warbirds did some major updates during 2025 but it appears to be too little too late as I just checked and it says they have 1 player online.
Title: Re: AI Pilots
Post by: Slade on December 13, 2025, 10:57:17 AM
You guys that are anti AI, is there a better solution to flying for hours without getting a chance to fight? Worst thing to happen is I learn something.  :salute

We cant always fly during prime hours my friends.
Title: Re: AI Pilots
Post by: whiteman on December 13, 2025, 01:11:50 PM
AI bomber missions would be a fun intercept, long as it’s not like flying through field ack lol
Title: Re: AI Pilots
Post by: Animl-AW on December 13, 2025, 01:12:03 PM
You guys that are anti AI, is there a better solution to flying for hours without getting a chance to fight? Worst thing to happen is I learn something.  :salute

We cant always fly during prime hours my friends.

Nothing ventured, nothing gained.
Title: Re: AI Pilots
Post by: Haskell on January 04, 2026, 12:09:59 AM
Falcon 4 ( now Falcon BMS) has more or less already done something already like this in their "dynamic campaign".

https://www.youtube.com/watch?v=LNj_5NIwK5Q

when generating your mission they give you a briefing, what you missions is, who is apart of you package / what are they doing, waypoint TOT, backup airfields, known threats, frequencies (ATC, JTAC, tanker etc)
Title: Re: AI Pilots
Post by: Animl-AW on January 04, 2026, 08:53:01 AM
<smh>
I think some are looking for another kid game. Suggestions that turn AH into arcade crap.
Title: Re: AI Pilots
Post by: hazmatt on January 04, 2026, 12:05:35 PM
Falcon 4 ( now Falcon BMS) has more or less already done something already like this in their "dynamic campaign".

It seems most games have an implementation at some level. Some are complex some not so much. It think it adds another layer to the game and gives players learning the game something that is not so brutal to engage to start with while they learn. The people who are are anti AI pilots can just ignore them. It's not like they'd be forced to engage with them if they didn't want to.
Title: Re: AI Pilots
Post by: Slade on January 08, 2026, 10:00:30 AM
Having an AI option has to be better than having to flying 4 sectors into enemy territory just to get an opportunity to have an engagement.  :old:

Title: Re: AI Pilots
Post by: Animl-AW on January 08, 2026, 01:49:49 PM
Having an AI option has to be better than having to flying 4 sectors into enemy territory just to get an opportunity to have an engagement.  :old:

You can up closer than  4 sectors in almost any situation. Where you up is choice.
Title: Re: AI Pilots
Post by: Slade on January 08, 2026, 02:21:01 PM
I had to fly into enemy territory where they were hitting another country.  The few that were on were there.

This is not uncommon.
Title: Re: AI Pilots
Post by: mustng2 on February 06, 2026, 10:25:40 AM
Every thing asked is already in the mission system. The item that was not asked for is the system to select which mission to run. I.E. since take off filed always changes a system to select which mission to run from what field would be needed. We could already have mission periodically take off from primary (uncapturable fields) and bomb Strat targets which do not change countries. 

Every thing needed to design the "what could be done now" is available including ability to upload the missons and test in the events arenas. You clould even joing the ai mission as one of the raiding party.

HiTech

Last night the Ndisles map was up in MA and there were staged missions for that map including one I made.  I tried running it and when the populate screen came up there were no names listed.  I ran it anyway and there was no darbar at the active field in the mission.  Was it because I was on Rooks and the mission editor always uses knights and Bishops? 
Title: Re: AI Pilots
Post by: Dadtallica on February 06, 2026, 10:52:41 AM
Last night the Ndisles map was up in MA and there were staged missions for that map including one I made.  I tried running it and when the populate screen came up there were no names listed.  I ran it anyway and there was no darbar at the active field in the mission.  Was it because I was on Rooks and the mission editor always uses knights and Bishops?

Oooh watching this one… :banana:
Title: Re: AI Pilots
Post by: The Fugitive on February 06, 2026, 11:08:28 AM
Last night the Ndisles map was up in MA and there were staged missions for that map including one I made.  I tried running it and when the populate screen came up there were no names listed.  I ran it anyway and there was no darbar at the active field in the mission.  Was it because I was on Rooks and the mission editor always uses knights and Bishops?

It might be better to call Hitech about this. I dont think he reads all posts that often so it may be awhile before you get an answer.

My "guess" would be that something in the MA has to be turned on for these missions to work in there.

<edit>I just remembered that Kenai had done some work on the isles map, maybe that removed the missions? I just logged in and there are no staged missions available in the MA, but the map just changed to the US map.
Title: Re: AI Pilots
Post by: mustng2 on February 06, 2026, 11:43:01 AM
Yep, one of the staged mission in MA problems.  Each mission is tied to a specific terrain.  So if no one has made a mission for that terrain, then none will show on the list unless you check all terrains which is a useless exercise because of the specific terrain requirement.
Title: Re: AI Pilots
Post by: Meatwad on February 18, 2026, 06:56:36 PM
I think the ones most negative about ai planes are the ones that their ego wouldnt be able to handle that a robot shot them down
Title: Re: AI Pilots
Post by: Slade on April 23, 2026, 02:57:26 PM
Be great to see some movement toward this.  Always be able to find action.
Title: Re: AI Pilots
Post by: Dadtallica on April 23, 2026, 06:07:26 PM
Be great to see some movement toward this.  Always be able to find action.

Dale said it’s possible… someone just has to do it. In every map.
Title: Re: AI Pilots
Post by: Eagler on April 24, 2026, 07:34:10 AM
Dale said it’s possible… someone just has to do it. In every map.

Or just one map to start with to try it out...but it ain't gonna happen unless the game subscribers do it..

Eagler
Title: Re: AI Pilots
Post by: CptTrips on April 28, 2026, 09:50:33 AM
Or just one map to start with to try it out...but it ain't gonna happen unless the game subscribers do it..

Pretty certain that would require non-trivial code changes.

So...

Personally, I'd rather see work restart on Tour of Duty.
Get that working and I would re-subscribe.
Just commit to it and I would re-subscribe and volunteer any useful effort I could provide.

If AH tried something new again, that might lure back many old players. 




Title: Re: AI Pilots
Post by: CptTrips on April 28, 2026, 11:52:20 AM


Orrrrrrrr

Scrap that pathetic War Online Pacific thang.  I hate to be mean.  I'm not sure I understood the vision, but I think we all agree it was a hot mess.

Instead, make the WOP thang the test-best for a Tour of Duty design without risking AH III and when it's polished, migrate it over to AH III as well.

$0.02

Title: Re: AI Pilots
Post by: The Fugitive on April 28, 2026, 11:59:48 AM
Pretty certain that would require non-trivial code changes.

So...

Personally, I'd rather see work restart on Tour of Duty.
Get that working and I would re-subscribe.
Just commit to it and I would re-subscribe and volunteer any useful effort I could provide.

If AH tried something new again, that might lure back many old players.

I think Eagler was referring to AI missions in the MA. Hitech said the tools are there to do it. I would think they would be long range bombing missions to enemy strats
Title: Re: AI Pilots
Post by: CptTrips on April 28, 2026, 12:04:29 PM
I think Eagler was referring to AI missions in the MA. Hitech said the tools are there to do it. I would think they would be long range bombing missions to enemy strats

I understood that.

Based on my previous experience with the AI ME and the WWIWF arena, I would assume some Arena logic would also be needed.  I'm not sure how the scheduling work without some work.

But, I haven't looked at it in a long time, I could be wrong.

This thread has been around quite a while.  No one is bothering with it or it was harder than expected.
Title: Re: AI Pilots
Post by: Slade on April 29, 2026, 12:38:57 PM
You could vary the skill level of the AI pilots so egos will not be bruised maybe.

Title: Re: AI Pilots
Post by: Slade on April 29, 2026, 12:58:05 PM
I mean I've been flying for a few hours and only action I've seen is chasing a plane into their ACK only to get killed by ACK.

I'll take flying against AI any day over this!
Title: Re: AI Pilots
Post by: hazmatt on April 29, 2026, 01:03:42 PM
You could vary the skill level of the AI pilots so egos will not be bruised maybe.

That would be interesting. You wouldn't know if this ai your attacking was a crack shot or some amateur spraying lead.
In the game I currently play they have this variable too but you have to be careful because if you get too close and in the field of fire of one of those "crack shots" they will end your life right quick.
Title: Re: AI Pilots
Post by: AKKuya on April 29, 2026, 11:38:33 PM
Nothing is going to happen about this.

1) Dwindling players
2) Aging of players
3) Better competition
4) Owner getting older
5) No player or players willing to create AI missions in MA


I'm completely open to being proved wrong.  Who's up for the task?
Title: Re: AI Pilots
Post by: DmonSlyr on April 30, 2026, 08:03:13 AM
Why do we we need AI in the MA when we already have Match Play with AI and other offline missions with AI?
Title: Re: AI Pilots
Post by: Eagler on April 30, 2026, 08:45:26 AM
Why do we we need AI in the MA when we already have Match Play with AI and other offline missions with AI?

For targets, to get real pilots to protect ai bomber streams, for a battle on every front so there's a choice how to spend your limited time in ma, for the off peak hour folks and the empty base stealers to have something to fight against..

Eagler
Title: Re: AI Pilots
Post by: DmonSlyr on April 30, 2026, 10:41:57 AM
For targets, to get real pilots to protect ai bomber streams, for a battle on every front so there's a choice how to spend your limited time in ma, for the off peak hour folks and the empty base stealers to have something to fight against..

Eagler

I know you and others probably dont care about it, but it would completely ruin the scoring trends for over 25 years. I think the major problem is maps not providing the action by condensing the fights. BowlMA and Oceania are a perfect example of a map that cannot sustain off hours action and makes the off hours extremely boring leading to less players logging in before prime time.
Title: Re: AI Pilots
Post by: CptTrips on April 30, 2026, 11:03:22 AM
I know you and others probably don't care about it, but it would completely ruin the scoring trends for over 25 years.

I would just exclude all scoring events involving AI.

Think of the AI as a side-quest to pad some action when numbers are low.  But AI is invisible to stats.  Or split the stats involving AI so you can see it included or not.

And no, you don't want them to leave and go somewhere else.  When someone leaves the arena they might not come back.  Numbers breed numbers.  You want their count showing in the numbers to drive momentum, not chase them off somewhere else just making the Melee look empty.
Title: Re: AI Pilots
Post by: DmonSlyr on April 30, 2026, 11:59:37 AM
I would just exclude all scoring events involving AI.

Think of the AI as a side-quest to pad some action when numbers are low.  But AI is invisible to stats.  Or split the stats involving AI so you can see it included or not.

And no, you don't want them to leave and go somewhere else.  When someone leaves the arena they might not come back.  Numbers breed numbers.  You want their count showing in the numbers to drive momentum, not chase them off somewhere else just making the Melee look empty.

If there was a way not to count them in scores, maybe, however it would also create events on the map that may hinder efforts by customers who are trying to win a map. I just feel like there are many variables not being considered that may impact the player base. What I find that is really killing flight sims for online players is time to action and being in a battle, or knowing even where the battle is. AH has that over the other games however it doesnt have a good plane balance where as some A hole can fly a tempest all day and feel great about themselves BnZing but its really just hurting the players who dont want to deal with that. The Yak3s are becoming a bit tiresome for most players too, but HTC doesnt play the game and cannot see what certain top fighter planes are doing to the game. But further, if you want more action, you condense the maps that's why H2H was becoming more popular. People could simply get to a fight quickly and have some fights. The K/H on huge maps is really not good for the game.
 
Title: Re: AI Pilots
Post by: CptTrips on April 30, 2026, 12:04:49 PM
If there was a way not to count them in scores, maybe, however it would also create events on the map that may hinder efforts by customers who are trying to win a map. I just feel like there are many variables not being considered that may impact the player base. What I find that is really killing flight sims for online players is time to action and being in a battle, or knowing even where the battle is. AH has that over the other games however it doesnt have a good plane balance where as some A hole can fly a tempest all day and feel great about themselves BnZing but its really just hurting the players who dont want to deal with that. The Yak3s are becoming a bit tiresome for most players too, but HTC doesnt play the game and cannot see what certain top fighter planes are doing to the game. But further, if you want more action, you condense the maps that's why H2H was becoming more popular. People could simply get to a fight quickly and have some fights. The K/H on huge maps is really not good for the game.

Don't sweat it.  It's not likely.
Title: Re: AI Pilots
Post by: LCADolby on April 30, 2026, 12:06:24 PM
Wartbirds added AI aircraft to bump things up, but I don't think it enhanced the game at all.

The AH AI is pretty hit and miss... It really isn't ready to be unleashed on the main arena.
Title: Re: AI Pilots
Post by: CptTrips on April 30, 2026, 12:12:59 PM
The AH AI is pretty hit and miss... It really isn't ready to be unleashed on the main arena.

I don't expect you will see it.

But you could just start with AI bomber formations.
If you played any of Nefarious' Fortress Europe events you get the idea.

AI can certainly fly a bomber reasonably.



If you see warping, that is usually a human with drones.  The AI elements didn't seem to do that.
Title: Re: AI Pilots
Post by: DmonSlyr on April 30, 2026, 12:13:16 PM
I find AI great for warming up in Match play before an event or MA, to make sure controls are working and blood is pumping. My only gripe is that the rest of the map is unplayable for free fight in the canyons and there is no place to free fight without AI in Match play.
Title: Re: AI Pilots
Post by: hazmatt on April 30, 2026, 01:13:56 PM
In the game I currently play it has integrated  in the form of attack aircraft. Anything from FW190F8's to stuff like A26s. The points for an AI kill are about 25% of what a normal player kill is. It gives new players something to attack to hone their gunnery skills and learn about fields of fire if they're not so strong on the ACM. I think something like this in AH3 would give new players some why of accomplishing something while they're still a fish in a pool of sharks.

For AH3 I think the ground attack implementation would take some doing and since there's no AI gvs I don't think it would work well. I do think that bombers would work fine. Maybe some strat runs with B17s or some A20s attacking bases or towns? I think the upside would outweigh the downside because those that don't like AI could just ignore them.
Title: Re: AI Pilots
Post by: AKKuya on April 30, 2026, 11:52:42 PM
Using the smaller maps, AI missions can be set up from the 3 uncapturable bases from each country.  The fuel loadout per aircraft type dictates the distance available.  Enemy HQ, strats, and uncapturable bases are the best options.

AI missions would be creative per designer.  High altitude bombers with escorts, fighter sweeps at different altitudes, JABO missions, etc...  Allied or Axis specific, grab bag assorted aircraft, and blue water plane missions are available.  The possibilities are endless.

Scheduling the Missions are not in my knowledge base.  That would be a CaptTrips or others to comment about.  That should be a small detail.

Scoring.  I would use the KISS (Keep It Simple Stupid) approach.  There will always be Score potatos and those who game the game.  No system is perfect.  Player victories and AI victories are equal plus the same for deaths.  The stats should reflect the tally in categories for player and AI plus combined.

The benefit as stated prior is to keep the action going.  Turn going into growing.  Turn growing into Titanic Tuesday again with larger maps with 600 players.  Get Special Events back into the discussion for MA players.

Nobody here knows how this falls into place until this becomes a reality.  It's better to try then not try. 
Title: Re: AI Pilots
Post by: CptTrips on May 01, 2026, 03:56:26 PM
Well, don't stress over it.
Title: Re: AI Pilots
Post by: Slade on May 08, 2026, 07:46:43 AM
Quote
Using the smaller maps, AI missions can be set up from the 3 uncapturable bases from each country.  The fuel loadout per aircraft type dictates the distance available.  Enemy HQ, strats, and uncapturable bases are the best options.

Cool idea.   :salute

So many options in using AI, one end result will be no more "off" hours.  :cheers:
Title: Re: AI Pilots
Post by: Slade on May 20, 2026, 11:51:19 AM
Lets do this.  :rock
Title: Re: AI Pilots
Post by: Slade on October 07, 2026, 09:09:00 AM
Time to revisit this.  Welcome to the era of AI.  :cheers:
Title: Re: AI Pilots
Post by: Animl-AW on October 07, 2026, 10:18:02 AM
Same here. Ill use the AI to practice something Im trying to figure out in a plane,  or work on my aim..... not that that really seems to help me. But a big no to AI in the MA.

Agreed

However, they finally found a way to get rid of me and quite a few others.

Some people grab a concept with white knuckle death grip and you will never ever make sense to them.

I’ve watched the same push very destructive ideas in habitual repeat mode

If we’re going to make it like other games why should I not just go play those games, I get modern graphics too. The game will no li get stand out, it will just be like the rest.

From what I saw in other games fighting AI is the epitome of lame crap.

No kess than kuds using pro-tools to make lame music
Title: Re: AI Pilots
Post by: Dadtallica on October 07, 2026, 10:35:20 AM
Just go away already good grief.
Title: Re: AI Pilots
Post by: Animl-AW on October 07, 2026, 10:54:52 AM
Just go away already good grief.

Shut it punk, I’m gonna make sure you never forget me, mouth. I’m going to rub salt in you every-time I see your name.

You stupid drug infested mouth is why most have you on ignore, all you do is troll and start crap. Now go change your skirt.

I’m going to pound you every time you get in my face.

Now, everyone take note of what this idiot just did to the thread AGAIN

I need this waste permission to post anything. He’s like a groupie with STDs.

No matter what thread I post in this drig infested whack will cook it to ashes
Title: Re: AI Pilots
Post by: Animl-AW on October 07, 2026, 11:05:07 AM
My apologies that whacks follow me and destroy every thread I’m in no matter what I have to say.

Sorry he brought this to your thread
Title: Re: AI Pilots
Post by: CptTrips on October 07, 2026, 12:43:54 PM
Just go away already good grief.

Well, he told you what to implement to make him leave.

:rofl
Title: Re: AI Pilots
Post by: Animl-AW on October 07, 2026, 03:01:51 PM
Well, he told you what to implement to make him leave.

:rofl

You are one foot in one foot out

Maybe time to take both feet out, you're not respected here.

#2 most famous on Ignore list
and yes, many tell me that,

You claimed to have me on ignore 46 times, yet you just can't resist. You claim in your sigs to not tolerate your own attributes. High projection. Rent Free buddy, Rent Free

The more you push the more likely I make it an unhappy memory for you. But you will never forget me. You can't, you are totally obsessed with me. Why because i might be smarter then the Mr. Know it All, wannabe? You are threatened some one actually has experience.

Here the 5 Clan is destroying another thread, like they always do as a team. I guess it takes 5 combined to make one brain. You are hopeless on your own. But go ahead, do what everyone loathes you for, ruining threads.
Title: Re: AI Pilots
Post by: Slade on October 16, 2026, 04:27:36 PM
So many times we log in and try to find a fight...we fly SECTORS for nothing many times.  :bhead

Yep, AI pilots\planes during low number times will really help this.

Thank you.  :salute
Title: Re: AI Pilots
Post by: Greebo on October 17, 2026, 02:44:53 AM
AI pilots in the MA would let me play the game again. Currently there is no point me logging on during UK-friendly hours just to fly around in empty skies and I am too tired to play during US peak hours. AI escorted bombing raids would give me something to fight or even escort, as raids would be a magnet for the few other fighter pilots online from both sides. The raid frequency could be weighted by numbers online for each side as an additional balancing tool. Those who find the idea of AI pilots anathema could simply ignore the raids.
Title: Re: AI Pilots
Post by: Lazerr on October 17, 2026, 01:02:26 PM
AI pilots in the MA would let me play the game again. Currently there is no point me logging on during UK-friendly hours just to fly around in empty skies and I am too tired to play during US peak hours. AI escorted bombing raids would give me something to fight or even escort, as raids would be a magnet for the few other fighter pilots online from both sides. The raid frequency could be weighted by numbers online for each side as an additional balancing tool. Those who find the idea of AI pilots anathema could simply ignore the raids.

Yeah the gameplay outside of peak US times is pretty bad.  I think adding AI would maybe help reverse that.. possibly adding more human players, like you.

If that is your only time to play the game, it simply isn't even worth $1.99 monthly.
Title: Re: AI Pilots
Post by: Dadtallica on October 17, 2026, 01:16:23 PM
I know this is not the ideal answer you’re are all looking for, but Dale did say AI piloted missions are possible in the main arena. I’m sure it’s not easy, but if you have mission editor experience and know how to use your AI of choice it might be a little less tedious. In fact, like I said, if you have experience on what you already know you want to do, Codex could probably do most of the heavy lifting.
Title: Re: AI Pilots
Post by: LilMak on October 17, 2026, 03:15:15 PM
No to AI pilots in the MA. I don’t pay to fight AI. I pay to fight players. If the game doesn’t support that anymore, no need for my subscription.
Title: Re: AI Pilots
Post by: Lazerr on October 17, 2026, 06:03:36 PM
You act like all players would be subbed by AI.  That wouldn't be the case.

The AI would 9 times out of ten give you a more enjoyable fight than anything thats left here.

Think of it like a rebuilding block. 
Title: Re: AI Pilots
Post by: caldera on October 17, 2026, 08:53:57 PM
AI pilots in the MA would let me play the game again. Currently there is no point me logging on during UK-friendly hours just to fly around in empty skies and I am too tired to play during US peak hours. AI escorted bombing raids would give me something to fight or even escort, as raids would be a magnet for the few other fighter pilots online from both sides. The raid frequency could be weighted by numbers online for each side as an additional balancing tool. Those who find the idea of AI pilots anathema could simply ignore the raids.

+1  Round the clock action, regardless of the numbers.
Title: Re: AI Pilots
Post by: Greebo on October 18, 2026, 01:50:59 AM
No to AI pilots in the MA. I don’t pay to fight AI. I pay to fight players. If the game doesn’t support that anymore, no need for my subscription.

Think about it like this. You don't want to fight AI pilots, so don't. Tag along with an AI escorted bombing raid and wait for enemy human pilots to come to you. The bombing raids will be a lure for any fighter pilot looking for some air to air action.

When I last played I found that in off peak times the few aerial players left tended to fly either buffs or jabos and actively avoided air to air fighting. This is why I gave up and I suspect many others like me. If there was something for players like me to do it might bring some of us back and reverse the trend.
Title: Re: AI Pilots
Post by: Slade on October 18, 2026, 10:35:35 AM
Quote
No to AI pilots in the MA. I don’t pay to fight AI. I pay to fight players. If the game doesn’t support that anymore, no need for my subscription.

You really need to have an open mind on this.  Its not all black and white.

Adding some AI pilots during off hours (when you probably are not on) allows all of us to participate in this game all the time.

None of us want an all AI pilot Aces High.  That is NOT what we are asking for.  :old:

Title: Re: AI Pilots
Post by: Animl-AW on October 18, 2026, 11:14:10 AM
You really need to have an open mind on this.  Its not all black and white.

Adding some AI pilots during off hours (when you probably are not on) allows all of us to participate in this game all the time.

None of us want an all AI pilot Aces High.  That is NOT what we are asking for.  :old:

I’s MMP game. I want zero AI pilots in the MA. It’s tradition to not have them.
Title: Re: AI Pilots
Post by: xanax on October 18, 2026, 11:36:00 AM
We had drones in AW.

"C1153 has been shot down"
Title: Re: AI Pilots
Post by: Animl-AW on October 18, 2026, 02:31:51 PM
We had drones in AW.

"C1153 has been shot down"

I know. But not fighter or bomber. Mostly c-47s.

Watched vids of other games with fighters. Mowing the lawn was more exciting. IMO
Title: Re: AI Pilots
Post by: LilMak on October 18, 2026, 07:03:56 PM
You act like all players would be subbed by AI.  That wouldn't be the case.

The AI would 9 times out of ten give you a more enjoyable fight than anything thats left here.

Think of it like a rebuilding block.
Do you not see the irony that you’re arguing for your imaginary replacement?!? You’re literally telling me the game would be more fun if I choose AI over players.

If this is true, it’s not just the game that’s doomed. Society is as well.
Title: Re: AI Pilots
Post by: Lazerr on October 19, 2026, 01:59:00 PM
Do you not see the irony that you’re arguing for your imaginary replacement?!? You’re literally telling me the game would be more fun if I choose AI over players.

If this is true, it’s not just the game that’s doomed. Society is as well.

The AI would add a sense of war happening on a map in the off hours.  You know, something to shoot at.  Maybe the missions run under a 50 person count in the MA.

Right now the option is log out.

To be honest, you'd have more enjoyable fights vs AI than the player base of base grabbers at that hour.

Ever been to the AI portion of the dueling arena?
Title: Re: AI Pilots
Post by: captain1ma on October 19, 2026, 02:01:55 PM
there will be AI and real pilots in the SEA2 tonight. mostly as an experiment!
Title: Re: AI Pilots
Post by: Dadtallica on October 19, 2026, 02:36:10 PM
I’m intrigued I think I’ll check this out!
Title: Re: AI Pilots
Post by: Banshee7 on October 19, 2026, 02:49:03 PM
The AI would add a sense of war happening on a map in the off hours.  You know, something to shoot at.  Maybe the missions run under a 50 person count in the MA.

Right now the option is log out.

To be honest, you'd have more enjoyable fights vs AI than the player base of base grabbers at that hour.

Ever been to the AI portion of the dueling arena?

Do you not see the irony that you’re arguing for your imaginary replacement?!? You’re literally telling me the game would be more fun if I choose AI over players.

If this is true, it’s not just the game that’s doomed. Society is as well.

I think we can all agree that the AI in the DA put up a better fight than 90% of the current population.  Having them in the MA wouldn't be replacement--it's a supplement. 
Title: Re: AI Pilots
Post by: icepac on October 24, 2026, 05:19:01 PM
Only if you can attach to the AI planes as a gunner on defensive guns.
Title: Re: AI Pilots
Post by: nrshida on October 25, 2026, 01:19:25 AM
No to AI pilots in the MA. I don’t pay to fight AI. I pay to fight players.

What a luxurious position to be so choosey.


If the game doesn’t support that anymore, no need for my subscription.

The game doesn't support fighting other players round the clock anymore.


AI pilots in the MA would let me play the game again. Currently there is no point me logging on during UK-friendly hours just to fly around in empty skies and I am too tired to play during US peak hours.

Same here.


I think we can all agree that the AI in the DA put up a better fight than 90% of the current population.  Having them in the MA wouldn't be replacement--it's a supplement.

The MPA AI are a bit stiff in their patterns of flying. There's a guy in there presently (human player) with a ridiculously high Elo. He just gets them to follow his Dora and puts them into the scenery. There's potential but they've had very little work so far. They predate HiTech's present AI fascination by a long period.

Could be 'trained' by existing players with consent & selection.
Title: Re: AI Pilots
Post by: Greebo on October 25, 2026, 04:12:43 AM
I've been thinking a bit about how this could work.

Lets say every 30 minutes or so a bombing raid spawns at one of the three uncapturable airfields and heads for a random strat target, raid targets alternating between the other two countries. A message appears on the opposing country's "HQ" radio channel i.e.:- "Intelligence reports Knight bombing raid heading from A6 to our radar factory at 10,6,1, ETA 27 minutes". These messages get updated periodically with the raid's position and ETA, how often could be down to the state of the country's HQ. Ten minutes later a raid spawns at one of the other two countries and so on. Air spawns are not really going to work in the MA due to the risk of a raid spawning around a player just as he was flying past (imagine the whining!).

The makeup of each raid would be down to the numbers of players online at the time the raid spawns. For instance lets say currently Bish have 100 players, Knits have 50 and Rook 25. In this setup a Rook raid might have B-29s or B-17s escorted by P-51s or similar, the Knits might get Lancs escorted by Spit 9s and the Bish might only have G4Ms escorted by Zeroes. Similarly AI player quality might drop as a country's player numbers increase, so in this instance the Bish raid might be mostly AI rookies and the Rook mostly AI aces. Perhaps the Knit raid might climb to a higher altitude and have more aircraft than the other two as well. Think of it as each country's resources being spread between all its aircraft, both AI and human. So less human players means more resources can go to the AI raids. This might give players an incentive to switch to the less populated countries so they can attack the easier raids.

The AI fighters would be mostly close escorts who break off to stick with the bombers if an attacker dives away, with a couple of detached escorts who don't. Those players who consider AI raids in the MA to be the spawn of the Devil or some kind of Commie plot can simply turn off the HQ channel and ignore them. The AI fighters wouldn't attack until well inside icon range so if you run into a raid by accident simply turn around and fly away.

I can't think of anything else which would bring players back to the game outside of US peak hours more than this. I would much rather fight humans than AI, but AI is better than nothing and that is currently my only option. The ability to either intercept or escort such raids would make them focal points for other A2A combat oriented players as well, so human v human fighter combat becomes more likely, not less, with this addition.

Lastly I am not sure the option of being able to jump into an AI bomber's gun position is such a good idea. I can see this being gamed, with a player using a second account to shut down the bombers' defensive guns as he attacks.
Title: Re: AI Pilots
Post by: popeye on October 25, 2026, 08:45:30 AM

<snip>

The makeup of each raid would be down to the numbers of players online at the time the raid spawns. For instance lets say currently Bish have 100 players, Knits have 50 and Rook 25.

I can't think of anything else which would bring players back to the game outside of US peak hours more than this. I would much rather fight humans than AI, but AI is better than nothing and that is currently my only option. The ability to either intercept or escort such raids would make them focal points for other A2A combat oriented players as well, so human v human fighter combat becomes more likely, not less, with this addition.

<snip>


So, there aren't enough players on at Euro times to find a human to fight, but there are enough players to combat AI raids and resupply strats damaged by those raids?
Title: Re: AI Pilots
Post by: nrshida on October 25, 2026, 12:57:38 PM
So, there aren't enough players on at Euro times to find a human to fight, but there are enough players to combat AI raids and resupply strats damaged by those raids?

One was proposed to attract the other.
Title: Re: AI Pilots
Post by: atlau on October 25, 2026, 04:48:23 PM
Ok I could see some AI bombers on teams that are sorely outnumbered hitting towns to prep them. But I'd even make them low/ungunned so a raid is easily defeated
Title: Re: AI Pilots
Post by: hazmatt on October 26, 2026, 02:41:11 PM
I've seen AI attack planes/bombers integrated in other games and it worked well. For the most part they didn't affect game play at the beginning of the game but over time they had more influence as they destroyed targets.
Title: Re: AI Pilots
Post by: Greebo on October 27, 2026, 03:36:22 AM
My idea is to have the raids directed at strat targets only (HQ, ord, fuel, radar, AA etc.) and not interfere directly with the field capture game. That way players who don't want to interact with AI pilots can avoid doing so and those who care about field capture won't get mad about it.

The main idea of the raids is to bring fighter pilots back to the game in off peak hours by giving them something to do, even if no other fighter pilot players are online. Currently they log on, take one look at the empty map and just log off. Why bother upping to intercept a single contact when, more often than not, they are just going to run away or even log off? Why fly to a field under attack to either be ganged, or if you succeed, have the attacking force of stat warriors switch to the other front to avoid you? Intercepting an AI raid would be interesting enough to make it worth the time to do so and would be a focal point for other similarly minded pilots from both sides. Hopefully having a few more pilots upping rather than logging would snowball into a more populated arena.

 The AI raids would also have a secondary side balancing effect. A force of B-29s with good AI pilots from a low player count side is going to do a lot more damage to an opposing strat than a force of G4Ms or He 111s with rookie AI pilots from a high player count side, even assuming all of the weaker bombers get through. Strats are easy enough to resupply that it wouldn't have a major effect on the war though.
Title: Re: AI Pilots
Post by: popeye on October 27, 2026, 06:55:26 AM
Resupply is the perfect application for AI, it is the most boring aspect of the game.  Have the trains and convoys actively resupply strats and fields.  If you want to maximize the downtime after an attack, you have to kill the resupply trains.  That would bring attackers low and provide opportunities for combat with defenders.
Title: Re: AI Pilots
Post by: Banshee7 on October 27, 2026, 08:25:48 AM
Resupply is the perfect application for AI, it is the most boring aspect of the game.  Have the trains and convoys actively resupply strats and fields.  If you want to maximize the downtime after an attack, you have to kill the resupply trains.  That would bring attackers low and provide opportunities for combat with defenders.

Wasn't it kind of like this in AH2? I seem to remember attacking trains, convoys, and barges, and that affected down times.
Title: Re: AI Pilots
Post by: Dadtallica on October 27, 2026, 09:05:52 AM
My idea is to have the raids directed at strat targets only (HQ, ord, fuel, radar, AA etc.) and not interfere directly with the field capture game. That way players who don't want to interact with AI pilots can avoid doing so and those who care about field capture won't get mad about it.

The main idea of the raids is to bring fighter pilots back to the game in off peak hours by giving them something to do, even if no other fighter pilot players are online. Currently they log on, take one look at the empty map and just log off. Why bother upping to intercept a single contact when, more often than not, they are just going to run away or even log off? Why fly to a field under attack to either be ganged, or if you succeed, have the attacking force of stat warriors switch to the other front to avoid you? Intercepting an AI raid would be interesting enough to make it worth the time to do so and would be a focal point for other similarly minded pilots from both sides. Hopefully having a few more pilots upping rather than logging would snowball into a more populated arena.

 The AI raids would also have a secondary side balancing effect. A force of B-29s with good AI pilots from a low player count side is going to do a lot more damage to an opposing strat than a force of G4Ms or He 111s with rookie AI pilots from a high player count side, even assuming all of the weaker bombers get through. Strats are easy enough to resupply that it wouldn't have a major effect on the war though.

But Strat raids directly affect the capture game.
Title: Re: AI Pilots
Post by: popeye on October 27, 2026, 09:21:10 AM
Wasn't it kind of like this in AH2? I seem to remember attacking trains, convoys, and barges, and that affected down times.

As I understand it, destroying the trains, etc. extended down times.  What I am suggesting is that the trains, convoys, and barges directly resupply the base, just as player-controlled assets do now.  Each train that reaches the field or strat would reduce the down time (by 10 min?).  Trains would spawn at regular intervals so that resupply would be complete in some defined time.  Maybe add an extra train track for each field, town and strat so it would be hard to camp with a single tank.

Trains, convoys, and barges are already in the game and are already AI so it would just require a change in their function.
Title: Re: AI Pilots
Post by: JimmyD3 on October 27, 2026, 09:45:11 AM
Resupply is the perfect application for AI, it is the most boring aspect of the game.  Have the trains and convoys actively resupply strats and fields.  If you want to maximize the downtime after an attack, you have to kill the resupply trains.  That would bring attackers low and provide opportunities for combat with defenders.

According to my last talk with Hitech, this has been fixed. So we should see the destruction of the convoys, trains and Tug/barges, impact the affected base/strat down time. Hopefully we will see it in the next update.  :rock
Title: Re: AI Pilots
Post by: AKKuya on October 27, 2026, 10:21:21 AM
According to my last talk with Hitech, this has been fixed. So we should see the destruction of the convoys, trains and Tug/barges, impact the affected base/strat down time. Hopefully we will see it in the next update.  :rock

It's time to place railroad crossing at all the roads where the tracks cross with gate arms going up and down.  They should be manned by an AI worker in the booth to the side.  While you're waiting in your GV at the crossing, the AI attendant comes out and brings you coffee and donuts.
Title: Re: AI Pilots
Post by: AKIron on October 27, 2026, 12:38:13 PM
Obviously you can't manufacture live players to play when you want so complaining about numbers but deriding AI is just.... AI could fill any role in this game a live person can (except pay the subscription fee). People have played in air combat sims against AI for decades. To believe no one wants to do that is just willfully ignorant. 
Title: Re: AI Pilots
Post by: JimmyD3 on October 27, 2026, 01:03:46 PM
Will then call me ignorant, I don't care for AI in the MA either. With that said, I have no intention of "rage quitting" if it happens either. Not my call, that is up to Hitech.
Title: Re: AI Pilots
Post by: AKIron on October 27, 2026, 01:26:11 PM
Will then call me ignorant, I don't care for AI in the MA either. With that said, I have no intention of "rage quitting" if it happens either. Not my call, that is up to Hitech.

I didn't say everyone likes to fight against or with AI. I said many have and they liked it. A ranking system that would allow live players to direct whatever AI is available might actually make a ranking system viable. No live person is going to bow to the whims of another live person because they managed to score more points in the season.
Title: Re: AI Pilots
Post by: AKIron on October 27, 2026, 01:44:41 PM
To expound on that a bit, score achieved in bombers grants rank over AI bombers, GV score over AI GV, etc...
Title: Re: AI Pilots
Post by: oTRALFZo on October 27, 2026, 01:52:55 PM
As it is now, the human aspect will drive this game to the ground. Look at the early AM numbers which is symbolic of what happens when players have a choice.

I have seen players on the tail end getting hoarded to the point they can either log or join the horde. The numbers will never balance themselves out creating a crazy toxic environment.
Personally, if I have time during the early mornings, I have fun fighting the horde and love the imbalanced #s. Folks that play this game religiously do get frustrated and I don't blame them.

AI can be used to balance things out. I dont see any issue with it and am a bit confused because it is already part of the game with auto acks and factory AAA. Why not use it for other uses? I can understand getting shot down by a bot would be kind of lame, I think there are some good scenarios we can implement it.   
Title: Re: AI Pilots
Post by: Dadtallica on October 27, 2026, 02:22:29 PM
As it is now, the human aspect will drive this game to the ground. Look at the early AM numbers which is symbolic of what happens when players have a choice.

I have seen players on the tail end getting hoarded to the point they can either log or join the horde. The numbers will never balance themselves out creating a crazy toxic environment.
Personally, if I have time during the early mornings, I have fun fighting the horde and love the imbalanced #s. Folks that play this game religiously do get frustrated and I don't blame them.

AI can be used to balance things out. I dont see any issue with it and am a bit confused because it is already part of the game with auto acks and factory AAA. Why not use it for other uses? I can understand getting shot down by a bot would be kind of lame, I think there are some good scenarios we can implement it.   

I think every airfield and vehicle base should have auto puffy ack and I say that as someone who regularly likes to pork these things.
Title: Re: AI Pilots
Post by: popeye on October 27, 2026, 04:58:57 PM
According to my last talk with Hitech, this has been fixed. So we should see the destruction of the convoys, trains and Tug/barges, impact the affected base/strat down time. Hopefully we will see it in the next update.  :rock

As I read the release notes, it seems that enabling the convoys, trains, and barges will increase the need for player resuppliers, rather than replace them, by extending the down times.  Not what I am suggesting, but we will see how it goes.
Title: Re: AI Pilots
Post by: Oldman731 on October 27, 2026, 10:00:16 PM
I dont see any issue with it and am a bit confused because it is already part of the game with auto acks and factory AAA. Why not use it for other uses?


Makes sense to me.

- oldman
Title: Re: AI Pilots
Post by: Slade on November 01, 2026, 06:38:49 AM
THIS
Quote
As it is now, the human aspect will drive this game to the ground. Look at the early AM numbers which is symbolic of what happens when players have a choice. ...  AI can be used to balance things out. I dont see any issue with it and am a bit confused because it is already part of the game with auto acks and factory AAA.

It would be for very low number times when AI haters are probably not on.

Thank you for moving forward on AI pilots during low number times. :salute
Title: Re: AI Pilots
Post by: Eagler on November 01, 2026, 06:57:26 AM
I think AI could be added continuously throughout the game to each side to keep the numbers say at 50 per side..

Eagler
Title: Re: AI Pilots
Post by: AKKuya on November 01, 2026, 09:46:03 AM
All it takes is someone to start designing the missions for the terrains and submitting them to Hitech for approval and implementation.
Title: Re: AI Pilots
Post by: Slade on November 02, 2026, 02:19:22 PM
Quote
All it takes is someone to start designing the missions for the terrains and submitting them to Hitech for approval and implementation.

1. Can an existing map me made to use AI pilots?

2. If not, can you steer us to the instructions on how to create a map that will use AI pilots please?

Thank you.  :salute
Title: Re: AI Pilots
Post by: hitech on November 02, 2026, 02:58:04 PM
1. Can an existing map me made to use AI pilots?

2. If not, can you steer us to the instructions on how to create a map that will use AI pilots please?

Thank you.  :salute

Have you ever been in the Western Front or Mission arenas?

HiTech
Title: Re: AI Pilots
Post by: AKKuya on November 02, 2026, 11:04:38 PM
Have you ever been in the Western Front or Mission arenas?

HiTech

I have seen what CapTrips has done for the Western Front. 

All it takes is someone to start designing the missions for the terrains and submitting them to Hitech for approval and implementation.

The Western Front is why I posted this.