Toys in the Hood 2: Improved AI Nodes

  • Download count 395
  • Pageviews 837
  • Unique foldername
  • Skin for
  • Track Mod for Toys in the Hood 2
  • Based on
  • Release date 2023-09-04
  • Version from 2023-09-25
  • Version 1.1
  • RVW-ID 37983
  • Category
  • Score
    97/100 (6 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible? No

    Update v1.1: minor tweaks to pathing.

    Includes changes to both Normal and Reverse.

    "Improved AI Nodes" is designed to increase the difficulty of CPUs by refining the racing line and fixing key areas that cause cars to crash/spin out. Only AI nodes are touched. CPU performance is also dependent on the level of AI parameter optimization, so the overall challenge depends on what cars are the opponents. These new nodes should provide a moderate challenge for even experienced players. Improved nodes are not fully compatible with multiplayer and will tag the track as "CHT"; therefore, please disable this installation before racing online.

    AI will now take faster routes (i.e. the bridge garden) and drive more refined lines in a couple areas. Due to the narrow gaps and bumps on the track, it's still not really AI friendly; I tried to improve consistency but there is only so much I can do.


4 comments on “Toys in the Hood 2: Improved AI Nodes

  1. Thanks for providing such great improved nodes for stock tracks. They make the casual play more fun and challenging. I know there is a version someone made of nodes for stock tracks that make them AI absolutely speedrun hardcore pace using all possible shortcuts and whatnot, but for a more casual player like me, this is perfect. Better than stock but not put up to insanity.

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  2. Considering that the nodes of vanilla Hood 2 are pretty terrible and that the AI takes the least optimal paths, and the harmful repos in the last garden, I’d say this is 100% a massive improvement to whoever plays in singleplayer as this makes the CPU cars a threat and not something to be rolled over easily.

    Wonder how this could impact the online scene, top notch job here.

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  3. Yes. All of problem areas I observed were redone. When testing I usually use Toyeca as my main test car since the car spins out easily with bad brake zones.

    1
  4. Have you been able to adjust some areas that can be troublesome for some cars? It’s hard for me to recall those areas at the moment, but I believe remember some parts of the track that AI can struggle with a bit at times, especially in Reverse version.

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