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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 08-25-2004, 08:15 AM   #41 (permalink)
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After you begin to study in uni you woun't have so much free time. Believe me
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Old 08-26-2004, 05:46 AM   #42 (permalink)
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well obviously but still 1-2 hours a day starts adding up, I am enjoying my summer before the long slog ...
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Old 08-26-2004, 06:40 AM   #43 (permalink)
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Right decision
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Old 08-30-2004, 10:52 AM   #44 (permalink)
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Since nobody gives me feedback about AI V2 ( ), I'll try to make such a program myself.

So, I want people's opinions on these issues:

1. How should the objects' side be determined? Via Prerequisites' AIBasePlanningSide=, via Owner's Side=, via ID prefix, how else? I currently use ID prefix (GA,NA,YA), but that only works nicely on buildings.

2. Do we need it to create ScriptTypes for us? I'm thinking you'd select one of preset types, and it would pick the appropriate sollection of targets (like you pick "Attack refineries" and it makes scripts "1. Attack GAREFN, repeat until success, hunt. 2. Attack NAREFN, repeat until success, hunt. 3. Attack YAREFN, repeat until success, hunt. 4. Attack SMIN, repeat until success, hunt." )
If so, how should targets be sorted? By their entries in [AI] section? By certain tags on them (like Refinery=yes or ResourceDestination=yes)? By something else?

3. What extra features do you want it to have?
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Old 09-01-2004, 06:46 AM   #45 (permalink)
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u may want a generic anyone can use it tag, this is useful when people have enabled the spy for all sides for instance.

something which creates pool teams correctly, i lot of people have problems where a.i. builds base defense units, pool teams and nothing else (but remove those teams and it works fine).

perhaps scripts for gi/conscript/initiate garrisoning or maybe hero c-4 civilian buildings etc. Also counter-attacking e.g. if human player owns CAOILD, take it back for instance.

You also want the option of a supporting teamtype and have pre-built ones installed with the programme but customisable naturally e.g. tanks kill defences or spy cut power, etc.
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Old 09-02-2004, 09:08 PM   #46 (permalink)
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There sould be a way to let the user to select how many "light" taksforces wil be (
0=2,E2 or 0=1,E1 / 1=2,ADOG ) and how many "hard" teams ( 0=12, APOC / 1=6,HTK or 0=8,ZEP ), and how hard is a Hard Taskforce ( 6, 10, 12 ... 30 HTNKs ? )
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