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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 08-22-2003, 10:44 AM   #11 (permalink)
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not in other games like warcraft III, actually i learned how to play it from watching the AI..it never cheats.
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Old 08-24-2003, 01:15 PM   #12 (permalink)
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You never know. How do you know they get increased production times, increased economy, etc.?
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Old 08-25-2003, 03:49 AM   #13 (permalink)
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I think i know how they do it, read followings :

1) I have a trainer which enables instant build. When i make 5 warfactories and order for five tank building, all the five tanks come out of factory together.
2) In AI code, u know that there is a reinforcement option for taskforce, that is AI will build the taskforce with no cost.
3) Now consider the situation, two warfactories r built for AI, now when AI build a reinforce taskforce, every tank cost 0, so they got instant build ability. As there r two factories and two tanks r built instantly, they come out of warfactory together.

Am I wrong anyway ?
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Old 08-25-2003, 10:10 AM   #14 (permalink)
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Quote:
Originally Posted by Psycho
I have a trainer which enables instant build
Hmmm.... Maybe that be replicated by BuildTime=.01 (bad idea) or IndividualBuildTimeMultiplier=.1(YR)?
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Old 08-26-2003, 03:20 AM   #15 (permalink)
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hey, i only use that trainer for test the mods, quick test
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Old 08-26-2003, 08:58 AM   #16 (permalink)
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tss...sure...

start working like everybody else...what use is your mod if you don't even take some time to test it?
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Old 08-26-2003, 09:39 AM   #17 (permalink)
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that's what i do- i set all the costs of buildings and tanks and infantry to 10, so everything will build quickly and i will be able to spend less time testing my mod and more time working on it. What's the point of taking the time to build up a huge base just so you have to wait for 2000 credits to deduct from some new unit you've made? Then, when the mod is ready, i set all the costs back to normal. A trainer would be better, though, so i don't have to change all the costs.
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Old 08-26-2003, 04:00 PM   #18 (permalink)
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A test map is better. You can boost the buildspeed, and set the buildtimemultipliers for the buildings, and set all building prereq's to POWER, and set the conyard to be radar, spysat, and an uber oil derrick. Park some battle labs and tech buildings around for spy/engineer stuff. Plenty of money, you 'tech up' only as you need to build what you want. Being able to build everything easily let's you do whatever test your unit/weapon/warhead/artwork/whatever needs without wasting time. And since costs are not screwed with, you also see how easy (or hard) that it is to promote a unit in battle. Keeping the mods confined to the test map means you never take the chance of forgetting to change things back in your mod.
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Old 08-26-2003, 06:36 PM   #19 (permalink)
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a very nice idea cannis .
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Old 08-27-2003, 02:15 AM   #20 (permalink)
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Quote:
Originally Posted by DeeZeL
a very nice idea cannis .
It works for me

I also bundle my test map with beta versions of my mod, so if a beta tester discovers a possible bug, he has a place where he can more easily try to reproduce it.

Oh and another thing - in the map you can temporarily set IgnoreGlobalAITrigger=yes (this is a map property, not a rules property). Then a specific AI trigger can be enabled through [AITriggerTypesEnable] - that forces the AI to be limited to using just one AI trigger - letting you quickly test a new AI attack.
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