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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. |
08-28-2004, 11:12 PM
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#11 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Thanx for everyone`s responses. I still have few questions. When editing AIMD.ini, I can create existing TaskForces and add new ones.
If I was to edit the following TaskForce:
Quote:
[07C256DC-G]
Name=1 BF, 2 Guard, 2 GI, 1 SEAL
0=1,BFRT
1=2,E1
2=2,GGI
3=1,GHOST
Group=-1
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and edit it in such way that computer will build 2 BFs and put 5 GGIs inside each. Would this be the new code?:
Quote:
[07C256DC-G]
Name=2 BF, 10 Guard
0=2,BFRT
1=10,GGI
Group=-1
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Also how can I be sure that computer will put GGIs inside the BF instead of attacking with empty BF and a bunch of GGIs following it. Is this what TaskScripts are used for? Can I edit a TaskForce without having to edit the corresponding TaskScript?
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08-29-2004, 12:36 AM
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#12 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Once again.. read the documentation: Go to the downloads section, and find DeeZire's INI guide. It contains so much information about modding...
While you're on the AI editing subject, go to *points at sig* and download one of the AI editors from there. I recommend AI V1 new, which can not edit AI, only to preview the way it works. When used together with the ini guie, it can be a big help.
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08-30-2004, 02:37 PM
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#13 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Ok this is driving me crazy, so someone please respond. Don't respond if you're not sure or if you are guessing. I need a straight answer. And yes I've read documentation on AI stuff. The question is: can computer build more than 1 WAR factory/Barracs/Airstrip ? I was told it was possible by editing Warratio and warlimit entries in rulesmd.ini, which I did, but nothing worked (Computer still builds only 1) In a different post, someone mentioned that the AI ability to build more than 1 factory was removed from game engine, because the logic of building units faster by having more than 1 War factory only works for a human player (Computer on the other hand doesn't build faster, but clones units) Can someone confirm if this is true? If it is, is there a way around this? (To give computer player an ability to produce units faster by building more factories)
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08-30-2004, 06:41 PM
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#14 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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When the AI builds more than one of each type of factory building, everything it builds will come out of all buildings of that type at the same time, so you really don't want to have them build multiples of factory buildings.
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08-30-2004, 07:18 PM
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#15 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Quote:
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Originally Posted by Kravvitz
When the AI builds more than one of each type of factory building, everything it builds will come out of all buildings of that type at the same time, so you really don't want to have them build multiples of factory buildings.
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So what you're saying is that nothing can be done about it. In other words there is no possible way to make computer build units faster like human player when having multiple factories?
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08-31-2004, 12:29 AM
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#16 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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[Easy]
BuildSpeed=0.75
[Normal]
BuildSpeed=0.5
[Difficult]
BuildSpeed=0.25
This speeds up AI's unit creation, but it still clones the units if it can...
Although you can try creating a dummy building with the factory image and sticking industrial plant logic on it, and making the AI build it. I am already using that idea and it works nicely - the AI has multiple factories, but uses only one of them. However, if that one is destroyed...
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08-31-2004, 02:23 PM
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#17 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Is it possible to create AI entirely from scratch, because editing existing AIMD.ini is a pain. Has anyone made a completely new AI? Also if I change IDs for teams/triggers/scripts, would this cause any prolems in the game. Are these identifiers used anywhere else? Can I safely rename IDs for teams and scripts?
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09-01-2004, 12:22 AM
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#18 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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They can be used in map-specific triggers.
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09-01-2004, 12:39 PM
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#19 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Ok If I was to make AI from the scratch, how would I go about it? Am I free to make new identifiers for teams/scripts, etc, or do I still need to include the old ones. I just don't know how the game will react if I erase all existing scripts and teams, and start scripting from the beginning (blank aimd.ini)
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09-01-2004, 01:13 PM
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#20 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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The maps may call the existing AI elements and expect them to behave in a certain way (Example: the map calls the trigger which tells 3 kirovs to fly towards your base. If you changed the taskforce to be, say, 2 GI, the trigger would not be carried out in naval maps, possibly causing the AI to get stuck). So, you should leave those original IDs in there, uncorrected. Just make up as many new IDs as you need. You can tweak the taskforces' quantities, but don't overdo that.
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