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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 08-21-2004, 09:52 AM   #31 (permalink)
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Quote:
Originally Posted by AlliedG
A.I. is easy
Well... I don't think so. Of course, it's easy to touch up smth. in INI files... I even suppose that most of it would work... but the aim is not to correct as much as possible. The aim is to create something worthwhile.. which will realy improve the game.
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Old 08-23-2004, 04:14 AM   #32 (permalink)
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i meant the program will automatically detect all the default units and put them in certain categorized lists. The undetected units (having different owner than ally,soviet and yuri) will remain in the default lists as mod units. then u can move the mod units to the lists reserved for mod units.
anyway, i'm still working on TaskForce generator. it is getting more custom.
abt VB, its latest version is .net
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Old 08-23-2004, 05:36 AM   #33 (permalink)
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Thanks for the reply. But why would mod units have a different owner than Allied, Soviet and Yuri countries? Or am I just confused - are all the default units hardcoded to belong to one of the 3 factions, and thus mod units are not part of this hardcoded logic?

How easy/hard will it be to move mod units to the reserved list? And will this reserved list have sections that describe a unit type - e.g. a basic tank, an AA infantry, an engineer, a sub, an aircrafttype etc.

Thanks and keep up the good work!
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Old 08-24-2004, 02:56 AM   #34 (permalink)
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U can move any unit to any side, either ally, soviet, yuri or to any of the ten mod sides (ten mod sides, if u disable default ally, soviet and yuri for mod purpose).

it'll b much easy to copy/move one unit from one list to another. thr will b copy and move button. every time u click any copy/move button u'll get a copy to/move to window. there u'll confiure the target side and specific list (inf/vehicle/aircraft etc.).

The program will not detect units weapons, bcoz its unneccesery. but in future i may add weapon detection so that the program can make AA team etc. specifically. Currently the program will categorize (for all default sides and mod sides) all units (including default and mod units) to as follows :

infantry
---------
* Combat
* Engineer
* Demolition

Vehicle
---------
* Land Combat
* Transport (including land/sea/air)
* Harvester
* Balloon Hover (Kirov etc.)
* Aircraft Vehicle, excluding Balloon Hover (Siege Chopper etc.)
* Land Demolition
* Naval Combat
* Naval Demolition

Aircraft
---------
* Combat
* Transport (future plan, thr no script exists or transport plane)
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Old 08-24-2004, 03:12 AM   #35 (permalink)
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Would this programm detect if unit deploys? For example, to create team of mad tanks. Or Siege Choppers to attack something from large distance.
And the same question on cloakable units.
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Old 08-24-2004, 06:41 AM   #36 (permalink)
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It is easy, okay not for a newbee but if you just try to understand how original ra2 a.i. works and refer to ts a.i. aswell as read the Deezire A.I. tutorial and alter some settings in rules/rulesmd it become blindly easy.

I spent a good few days on my A.I. but now got the A.I. to steal cash and reset the shroud.

Then adding defensive teamtypes and supporting teamtypes to improve rush tatic possibilities.

The result is your own unique A.I. which hasn't been preprogrammed or randomly created from point and click applications (no offence intended psycho) and it will improve your game.

Also it is quite easy to make the the ai deploy, its just getting them to deploy in a decent spot - I manage to achieve this with A.I. mcv's (i.e. they build a new mcv and deploy it when old one destroyed)
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Old 08-24-2004, 06:37 PM   #37 (permalink)
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AI may be easy in the short run, but as AAG said, the whole point of adding AI to a mod is to make the overall experience better. You can't do this with just a few changes here and there. To make a proper AI, you must spend hours upon hours of time on it - it is very tedious. And some people (i.e. most modders who are 17 years old or more) simply do not have this kind of time - there is this thing called "real life" you see. And of course a bunch of other hobbies and pastimes for people like me - I manage a website, a mod, Taekwon-Do, playing the piano, stuff related to my local Church, and of course a job that last week left me working 36 hours for. Add to that the massive bunch of PC and console games that I have not yet completed/mastered and you have almost zero time to do something else on top of it all.

School kids are lucky.

Anyway, isn't this all going a little off-topic? Maybe Psycho should make a separate topic about this, and it should be a sticky.
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Old 08-25-2004, 02:07 AM   #38 (permalink)
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Quote:
Originally Posted by AAG
Would this programm detect if unit deploys? For example, to create team of mad tanks. Or Siege Choppers to attack something from large distance.
And the same question on cloakable units.
Thats good question. But think if the program makes a team with GGI and Mad tank (both are deployable), what will happen is, GGIs will simply die . I think i should make the section as deployable demolition section. abt the cloak units, they work fine with normal units as team, no need to make them as seperate type.
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Old 08-25-2004, 03:08 AM   #39 (permalink)
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Ok, but nevertheless it would be usefull to create teams of only cloakable units, or subterrainean teams, not merely combinations of all kinds of units
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Old 08-25-2004, 07:02 AM   #40 (permalink)
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I'm 18 and going to uni and havy plenty of time :P
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