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DeeZire, Redemption
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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. |
08-27-2004, 02:45 PM
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#1 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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-= AI Question. Computer will build more units=-
Question 1: Is it possible to specify how many units computer will build before attacking. For example Soviet brutal enemy only builds 3 Kirovs. It would be nice to make the game more challenging by making computer build more Kirovs. Same with other tanks, possibly structures (more war factories)
Question 2: If I modify the game, so that player and computer start with more than one MCV, the computer goes crazy. Builds 3 or 4 times faster, places 3 or 4 structures at the same time, builds more units, etc. For a human player for example the more MCVs you have, the faster you build. For computer player, it's the more MCVs it has, the more structures it builds. Has anyone noticed this?
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08-27-2004, 04:11 PM
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#2 (permalink)
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Member
Join Date: Dec 2003
Posts: 69
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hi there
1: If you wanna do this, you have to Edit AI.ini (or AIMD.ini if yr). look through it a bit and you should pretty much understand straight away how to increase how many the computer builds.
2: yes... this is because the computer doesnt use actual AI... it uses scripted lines of coding which are activated in certain events. This means that the computer builds stuff straight away. AI normally undeploys mcv, builds power plant, builds refinery and builds a war factory and is just placing a radar when you have just finished your refinery. The only advice i have for you is not to give more than 1 MCV..... Why on earth (besides from setting up bases away from the first base) do you give something more than one MCV?
Hope this answers your questions
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08-27-2004, 05:23 PM
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#3 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Well the reason I used more than 1 MCV is because I wanted to start with both Soviet and Allied technology at start.
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08-27-2004, 06:25 PM
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#4 (permalink)
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Member
Join Date: Dec 2003
Posts: 69
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Well.... you could make the tech tree's run into each other..... (just by changing a soviet con yard requirement entry to an allied con yard)
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08-27-2004, 09:34 PM
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#5 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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I can use aimd.ini to edit which and how many units computer builds before each attack. But what about how many strctures it builds. For example how can I control the number of base defences computer will build (i.e prisms towers) ? I'm trying to make the game more challenging. If someone knows general tips on how to make AI smarter, please contribute.
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08-27-2004, 11:06 PM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Find [AI] flag in rules(md).ini
You'll see some tags there. find tags:
Code:
[AI]
...
WarRatio=.1 ; ratio of base that should be composed of war factories
WarLimit=2 ; never build more than this many war factories
DefenseRatio=.4 ; ratio of base that should be defensive structures
DefenseLimit=40 ; maximum number of defensive buildings to build
AARatio=.14 ; ratio of base that should be anti-aircraft defense
AALimit=10 ; maximum number of anti-aircraft buildings to build
TeslaRatio=.16 ; ratio of base that should be telsa coils
TeslaLimit=10 ; maximum number of tesla coils to build
...
I think that is what you need
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08-27-2004, 11:36 PM
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#7 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 26
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Thanx for info. One question: to increase the number of certain types of structures build by compute, do I increase ratio or limit ? Also do all ratios add up to a certain number that should always be constant?
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08-28-2004, 12:47 AM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Quote:
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Originally Posted by Mercury
to increase the number of certain types of structures build by compute, do I increase ratio or limit ?
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Limit. Ratio is percent of such structures in the base (AARatio=0.99 - base would only AntiAir structures)
Quote:
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Originally Posted by Mercury
Also do all ratios add up to a certain number that should always be constant?
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I think - no. Computer will count percent, for example, of Refineries:
RefineryRatio / (sum of all ratios)
All ratios can be even more than 1
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08-28-2004, 01:59 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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sigh... why don't people read the documentation?
Quote:
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Originally Posted by DeeZire
The ratio total (i.e. the sum of all the Ratio= values in this section) should exceed 100% so that the base will always try to grow as it vainly attempts to achieve the specified percentage composition. Changing the ratio values allows a small degree of control over the AI's build order, as those with a higher ratio are more likely to be constructed.
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08-28-2004, 03:25 AM
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#10 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Ratio is not percent of a base, but priority: higher value - building is builded earlier?
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