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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » -= AI Question. Computer will build more units=-

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 09-09-2004, 05:54 PM   #31 (permalink)
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Well I guess I'll be your official tester . Alpha 3 is much better, but bugs still exist. I will report them here as soon as I find more. Ok here goes!

BUGS:

Bug 1:
When creating blank TaskForce/TeamType/ScriptType by pressing button "new", the resulting TaskForce/TeamType/ScriptType is cloned instead. So in a way "new" = "clone", as they perform the same function.

Bug 2: Still exists from alpha 2. When double-clicking on any unit ID from the list "Unit to add", that list becomes the list of all available TeamTypes. Basically instead of Unit IDs such as E1, GGI, JUMPJET, you get hexadecimal IDs of TeamTypes.

Bug 3: A lot of bugs are associated with "delete" function. It's even hard to find what the actual problem is or how it results.
* When deleting ScriptTypes, the following entries don't get refreshed: "Name", "Action", "Translation"
* When deleting TeamTypes the following situation occurs:
Let's say this is the list of TeamTypes:
Quote:
00001
00002
00003
00004
00005
00006
After I delete 00001, the following is a resulting list:
Quote:
00006
00002
00003
00004
00005
Next if I delete 00002, the list becomes:
Quote:
00006
00005
00003
00004
And so on... You get the idea.

* Additionally after deleting TeamTypes, the program prevents the user from using "Up" and "Down" button on a keyboard to scroll through the remaining TeamTypes. In a situation above for example, I would only be able to switch between 00006 and 00005. The rest I could only select manually (Without using "Up" and "Down")
* Some bugs result from deleting TeamType "<none>"
You should get rid of it, as there is no real use to it.

I'll report more bugs once/if I find them.

Possible Improvements:
* Horizontal scroller for Triggers !!!
* The list of parameters for each action is missing.
* The ability to change the order of Triggers.
* Get rid of <none> TeamType
* The documentation for certain actions is not complete. For example:
Quote:
Attack Target Type. NOTE: in Yuri's Revenge, Occupiable structures are defined by having CanOccupyFire=yes set instead of CanBeOccupied=yes. This instructs the TeamType to use the TaskForce to approach and attack the target specified by the second parameter. The following are the target types which can be used:
Incomplete! There is nothing written after ":" You forgot to specify which Target Types there are.

Also I have one question: What is Stock AI Information file?
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Old 09-10-2004, 12:48 AM   #32 (permalink)
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1. I know. Will fix that sometime.
2. What? I thougt I fixed that. Will check.
3. I hate that function. Will do what I can.

Trigger scroller - yeah, one line of code and that's done. No problem.
Trigger rearrangement - will see what I can do.
<none> TeamType - it can be chosen as a valid TeamType in triggers. It will stay there, simply don't touch it. It is needed.
Documentation/parameter listing - meh, so I forgot that function The params.ini already contains the info, it just isn't hooked up ot the code yet. Will fix.

Edit: Stock AI file contains a listing of all IDs from the original ai(md).ini, so you don't accidentally delete one of them and get an IE when a map tries to call it.

P.S. I have a dedicated forum for this kind of discussions here.
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Old 10-14-2004, 06:42 AM   #33 (permalink)
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BuildDown under [Normal] [Hard] should be commented out.

There is a tag which determines the explicit normal of base defences, doubling this seems to help.

Altering the max number of barracks, etc in [AI] i think affects ai production speed.

The A.I. can be told to build TechLevel -1 Factories, but this obviously has prerequisite and units coming out from both buildings (basically cloning vat but on all units, so if you told the A.I. to build a normal barracks and your special -1 barracks, then when the A.I. builds a taskforce, it will produce two units at a time)

Making the A.I. richer, etc, is also a easy way of improving a.i. and finally
setting TeamDelays=500,600,700 speeds up enemy attacks a lot.

I would advise not altering kirov amounts unless patriots and flaks and gatts (especially gatts) do better damage against kirovs, use less power and are cheaper cos the A.I. doesn't build too many aa defenses.
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