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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 12-06-2004, 02:21 AM   #1 (permalink)
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Default Teasers from an upcoming AI mod...

I spent the weekend reverse engineering the AI base build out logic, to see what I could do to stand it upside down. As you're well aware, the AI builds a dumb base. So I've gone to substantial trouble to gain virtually complete control over the timing and number of things it builds, including base defenses.

Here's the first image. As you look at it, notice the odd half-finished structures near the AI's conyard. I hacked up a way to interrupt the AI's build of critical stuctures, forcing them to stop, and then finish their build-out later. This allows me to force the AI to /reserve/ space near its conyard for critical structures.

Take a look:



Now I was actually a little slow getting to the screen snap. The AI actually built his conyard, reserved the Tech Center, Iron Curtain, and Industrial Plant locations, all in that order. All the builds are stopped in the middle. Any other structures you see were actually built after those build-halts. And no, the AI doesn't get any use out of these part-built structures. All they do is hold the spot.

A bit later, you can see the AI finish construction. Here's a snap:



All that's really happened in the above shot is the AI was made to finish up the critical structure build out. It now has use of all the technology, including the iron curtain, and Factory advantages.

Finally, the AI completes its base built out. You'll note how the Tesla coils are all clustered in the middle, followed by the gattling guns (don't ask!), and then by a huge suite of bunkers on the outside. I completely control all that also, so if I want a denser spread, I get it, and I can control the exact timing of the ring formation as well:



More atcha later.

I'm thinking of naming my AI mod the "Mutilator".

HA.

C/

p.s. My AI actually cheats /less/ than the stock one that shipped with the normal game. Which isn't saying alot, but notably I don't give it structure discounts or anything.

p.p.s. Other details regarding the mod (including snaps of making the AI deploy desolators) are shown over at Cannis on the RedUtils board.
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Old 12-06-2004, 03:59 AM   #2 (permalink)
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i would advise "helping" the AI quite a lot, it has numerous annoying little bug holes in it which I've seen whilst testing my AI ...
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Old 12-06-2004, 06:01 AM   #3 (permalink)
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While the coding-aspects of this are certainly interesting, I don't quite get the difference...what use is it for the AI to reserve Space for the Tech Center? There either is enough room for everything or not? :rockbrow:

Even more, I see the danger of, on small maps, this placeholders preventing the AI from actually building their Barracks or Weapons Factory...
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Old 12-06-2004, 06:03 AM   #4 (permalink)
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which is the major issue with "spacing" but i'll have a guess that courageous will say "its a sacrifice" or something.

There will also clearly be huge amounts of lag (base operations, AI teams) if you use > 1 enemy and 50% of the fun is seeing your AI attacking another of your AI
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Old 12-06-2004, 11:20 AM   #5 (permalink)
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R:

In the normal game, the AI builds the TC so late, its on the edge of its base and largely undefended. So it's a question of /where/ it puts it. The human knows how to do this, he simply doesn't build in the area he wants to put something later. This simulates exactly the same effect.

As for the small maps issue, the map I'm using is pretty small, although clearly designed with clear space at the starting point. All that said, AG is right. If you had to pick between an AI that knew how to play, and an AI that could sort of feebly build a base on a small map, would you live with an AI that could play on only large maps?

I've already made my choice there, as you can imagine.

BTW: I had some technically difficulty combining the space-reservation system with the WF. For example, if the INDP isn't that important, maybe we can put it wherever, and always make certain that the WF is next the conyard. Alas, haven't worked that one out yet.

C
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Old 12-06-2004, 12:07 PM   #6 (permalink)
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AG:

You can make the game perform more quickly when lots of structures are in view if you go into art.ini and slow down the various animation rates by quite a bit.

In my experiments, 50 certainly works as a fine active rate, although it does appear to animate things a bit too slowly. 100 would probably work equally well.

C
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Old 12-06-2004, 12:18 PM   #7 (permalink)
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i though slowing down anims make the game run even slower as you could see all the frames?

well it happens if you make anims non translucent.

I guess if anything we want a AI that works on any map. I've only encounter AI problems on maps with lots of cliffs or lots of rivers, islands in my experience at least.

Besides we already know the AI "cheats" as it prerequisites aren't "permament" like in TS i.e. if you destroy/sell tech center (TS) you can still build high tech stuff like disruptors or mammoth mk II as long as the factories.

The only thing which really annoys me about base deployment is

> AI placing superweapons at the front of there base
> not building enough AA def/too much AA defence

also the tesla trooper teamtype is pointless as you only ever see 1 tesla coil charged up. In your personal mod i would always advise making AI tesla coils "charged" but drain more power.
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Old 12-06-2004, 03:32 PM   #8 (permalink)
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...lso the tesla trooper teamtype is pointless as you only ever see 1 tesla coil charged up....

I've solved that problem. Screen snappies over at Cannis/Redutils.

C//
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Old 12-06-2004, 07:44 PM   #9 (permalink)
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are you gonna make the placeholders invisable?
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Old 12-06-2004, 09:15 PM   #10 (permalink)
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No. They're going to show up as half-built structures. You're wondering... why? The issue is, you can't move to them. At best, with everything set up correctly, you get a "can't go there" cursor, theoretically passable as a bib (but only indirectly, as is so of bibs). I find the technique of blocking the build far more palatable. Plus, it makes people ask HTF did he do that??!

:-)

C
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