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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. |
12-18-2004, 01:59 AM
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#21 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Yes. I haven't tried to add new conyard to the game. If there are some bugs with it I don't know about them.
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12-18-2004, 02:40 AM
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#22 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Each conyard acts as a cloning vat. The same way other AI-owned Factory=s do. So if the AI has two CYs, it will build two instances of every building at once. Meaning two barracks, two WFs, two cloning vats, two battle labs, etc...
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12-18-2004, 05:09 PM
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#23 (permalink)
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Member
Join Date: Jan 2004
Posts: 80
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So if you want to have the AI build really large bases could you make a clone construction yard that has different properties and give it to the AI?
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12-18-2004, 05:54 PM
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#24 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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yes but he doesnt like the consequences of two barracks or war factories.
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12-18-2004, 07:57 PM
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#25 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Quote:
Originally Posted by tesla3090";p="
So if you want to have the AI build really large bases could you make a clone construction yard that has different properties and give it to the AI?
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No. Don't do that. What will happen is the AI will generate troops it then does not put into teams. Every time the AI generates a team, it will generate a duplicate of the forces, but only assign the first force to a team with an actual action to perform, while the other force just sits there. Pretty soon, the AI will base will be filled up with extra troops, just clogging everything up.
While one could theoretically write special "clean up" triggers that recognize the excess baggage and throw it at the player, I personally would call that haphazard at best. I suppose you could experiment and decide if I'm wrong about that. :-)
C//
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12-19-2004, 07:42 PM
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#26 (permalink)
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Member
Join Date: Sep 2001
Posts: 38
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Quote:
Originally Posted by DCoder";p="
Each conyard acts as a cloning vat. The same way other AI-owned Factory=s do. So if the AI has two CYs, it will build two instances of every building at once. Meaning two barracks, two WFs, two cloning vats, two battle labs, etc...
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Yeah, i recall the Eagle Red mod having that paricular bug.
The trick is to only let the AI build and deploy a MCV after the CY has been destroyed.
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12-19-2004, 08:50 PM
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#27 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Out of curiosity (Really! I'm asking!), did you mean to phrase that sentence exactly that way? Which is to say, do believe there is a problem with pool teaming an MCV prebuild, holding it in advance, and grabbing and deploying it later?
C//
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12-20-2004, 12:38 AM
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#28 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Yes. If the prebuilt MCV is attacked, it tends to deploy without waiting for the trigger.
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12-20-2004, 12:42 AM
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#29 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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YIKES.
--Says, Courageous, who thought it was silly that no one was prebuilding MCVs, and almost put it in his mod. Is anyone else bothered by the thought that if the AI loses the WF, he can't build an MCV?
C//
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12-20-2004, 02:25 PM
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#30 (permalink)
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Member
Join Date: Sep 2001
Posts: 38
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Quote:
Originally Posted by DCoder";p="
Yes. If the prebuilt MCV is attacked, it tends to deploy without waiting for the trigger.
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That is an unfortunate side effect. Otherwise it would have make sense to have the AI prebuild a MCV :/
Best thing is to add a trigger to build a MCV when the CY is destroyed.
With the AI editor: (Dcoder V2  )
Triggertype 1: Owning house owns NUMBER of TECHTYPE
Condition 0 : Less than NUMBER
Number : 1
Techtype : Allied MCV (e.g.)
Set the probability high etc. It's a piece of cake actually once you know how.
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