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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 11-19-2004, 09:12 PM   #1 (permalink)
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Default AI: secret units and stolen tech

I believe that:

1. It's not possible for the AI to "know" whether or not that it has access to secret or stolen tech.

2. The AI will build things in its team types, even if it's not supposed to.

Being that I am correct about this, it /is/ possible for me to trigger ai events off ownership of a secret lab.

Here is the rub. I have to pick a /particular/ secret/stolen tech unit. And thence the question, a matter of your opinion:

For each AI side, which?

C//
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Old 11-19-2004, 11:27 PM   #2 (permalink)
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Why just one?
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Old 11-20-2004, 10:25 AM   #3 (permalink)
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Well you can give your opinion on that, too.
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Old 11-22-2004, 07:40 AM   #4 (permalink)
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ai doesn't recongnise it, the are old 0,0,0 Triggers which suggested that spies wuld infilitrate battle labs but considering how AI walls in its lab and the same for some people and also the fact that AI doesn't recongnise it.

I guess yuri could use psi-commandos and soviets use chrono ivan but allied chrono commandos are far too powerful.
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Old 11-22-2004, 04:31 PM   #5 (permalink)
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I believe Courageous is modding Cannis Rules, so there are more stolen tech units available. However you do have a good point about how the AI has trouble using spies.
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Old 11-22-2004, 07:00 PM   #6 (permalink)
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You can still make them do it, but I think only as singletons. This is what you do:

Attack [Enemy Infantry]
Attack [Enemy Refineries].

Since the AI cannot recognize a new technology, attacking tech centers is pointless. Attacking power has its uses (low power can trigger other triggers), but attacking refineries is a bitch to the human player. The AI may have plenty of money, but the human will certainly feel the pinch if he has .25 ripped.

I was modding Cannis rules (it was to be an AI-only mod), but I've changed to a UMP derivative. My previous work was confined to an mpmode and the aimd.ini. However, I had some issues where I felt too constrained, and wanted to go off to ra2md.csf. I'll do a Cannis version when and if my first version proves to be successful as I hope.

I'm working on disproving some of the scalability constraints. IOW, making the AI strike at a vicious pace with large armies and no noticeable slowdown, congestion, or gather/regroup issues. If the experiment is successful, all the work will be given to the mod community, gratis.

Did I mention that I had the AI strike me with 96 E2's in an experiment the other day? I have a 1 ghz computer. There wasn't too much lag. As a hint as to how I accomplished this, all I will say at the moment that on a certain subject I believe Deezire's comments were either wrong, or no longer apply to RA2YR...

C//
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Old 11-23-2004, 08:41 AM   #7 (permalink)
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veterancy is also helpful and resetting superweapons (which is like omitted from the manual >__>)

well I hope when you AI pack is released you will be able to enlighten us
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Old 11-23-2004, 08:49 PM   #8 (permalink)
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Destroying super weapons is better, but good point!

C/
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Old 11-24-2004, 03:55 AM   #9 (permalink)
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thanks, of course i like to destory superweapons but when people camp with them behind there base or build hundreds or units, you know what I mean.

What annoying thing is the weighting, i.e. sometimes 5000.0000 doesn't work >__>
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Old 11-24-2004, 10:15 AM   #10 (permalink)
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There is a non-intuitive interaction between priority, probability, and IsBaseDefense. Since I bet you are already using a low priority and a high probability, I might suggest that you try making as few teams IsBaseDefense as possible. Then make the anti super AI team an IsBaseDefense team. My bet is it will get built more quickly. I can at least say that I've confirmed this to be true in the early part of the game.

C
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