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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 03-12-2005, 03:49 AM   #1 (permalink)
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Default Soviet Discrepancy

I've Been Playing Red Alert 2 & Yuri's Revenge since its release in 2000/2001 And based on my Speculation.
Soviet AIs are dumb while Allied and Yuri AIs Aggressive and That makes them easier to defeat compared to the allies or yuri forces.
The Problem is that They dont use their forces wisely like for example a Soviet AI is to attack a Yuri AI. Their Tanks (Rhinos) Ignores yuri's base defenses like the Psychic tower and just focus on some other structures or units which isnt that important to destroy. The result is that Soviet forces are all converted to yuri forces. While a Yuri AI initiates a "Yuri Finisher" move (a task force which includes Mindtermind,Magnetrons,Gattling Tanks,Lashers & Brute) It causes a great damage to the soviet side.
The Soviet "Kirov Battle Plan" which is composed ofa maximum of 3 airships is not that effective in destroying yuri's base since yuri AI builts large amounts of Aerial Defence.
My first solution is to edit the aimd file and increase all soviet units in a certain taskforce. example = [0CAD3CBC-G] this taskforce originally includes only 4 apocalypse. So I changed it and makes it 10 apocalypse But whenever the Soviet AI attacks the Yuri AI with these the results are also the same. Soviet Forces are all converted to yuri side.
Also Ive added a few V3s in some of the taskforces but the Soviet AI doesnt seems to use them It doesnt fires its rockets on the enemy bases instead it only stays in its position. Plus if a soviet base is came under attack by any hostile forces the soviet AI doesnt order any units to counter any enemy forces.

Is there any Possible way to make the Soviet AI Aggressive?
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Old 03-12-2005, 04:26 AM   #2 (permalink)
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As for base defense, there is only one Soviet TeamType with IsBaseDefense=yes, and it has Max=1. Which means, if you set rules.[General].AIMinDefensiveTeams to more than 1,1,1 , you'll get a total idiot AI. Add more IsBaseDefense=yes TeamTypes for Soviets, and bump that number up.
As for dumb aggression, that is most likely controlled by the TeamType properties. I don't recall observing anything extremely odd in there, just look over them and fix as you see fit.
The default AI sucks anyway, the best call would be disabling the original triggers overall and custom-build all the AI code.
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Old 03-12-2005, 08:18 AM   #3 (permalink)
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Oh I see.. but I do not have much knowledge on editing the AI section.. is there any site that includes tutorials on the aimd file?

l'm quite confused on those

[TaskForces]
0=05C60C4C-G
1=0D082CFC-G

[ScriptTypes]
0=0C9C878C-G
1=0CE4CC8C-G

ETC...

I mean what are those for? some kind of a code for any units commands? Can I create my on TaskForces, ScriptTypes? How?
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Old 03-12-2005, 09:21 AM   #4 (permalink)
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Have you read The Guide? It explains what they are and what they do.

It is very similar to a unit-weapon hierarchy. Compare:

* A unit owns 1/2/more Weapon= s.
* Each Weapon= owns:
** 1) Projectile= ;
** 2) Warhead= .

* An AITriggerType owns one or two [TeamType]s.
* Each [TeamType] owns:
* 1) ScriptType= ;
* 2) TaskForce= .

The AITriggerType executes the TeamType when certain conditions ("Commandah Yuri, ze enemy owns 5 Kirovs!") are met.
The TeamType assembles the TaskForce ("I need 6 Gattling Tanks, and I need zem NOW!").
The TeamType then tells the TaskForce to execute the ScriptType ("Ze weak minded enemy is planning an air assault. How predictable. You go out there and patrol the base perimeter. Do not let anyzing get zrough. Go, go, go!").
Depending on how successful the TaskForce was at completing their mission, the AITrigger may be disabled and not used again ("Note to zelf: Don't try to stop 7 Kirovs wiz only 6 Gattling Tanks!").

For more info, get AI E V2 (*points at sig*) and open up the standard aimd.ini in it. Review and understand the things you see. Then you can try modifying stuff. There are some more AI-related tutorials at C-GEN forums ( http://www.cannis.net/forums/ ) [ in the Editing Tutorials / RedUtils (&RA2/YR AI Editing) subforums. ] {Registration required. }
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Old 03-12-2005, 01:05 PM   #5 (permalink)
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@Krieg:

Going right to the point of why the Soviet AI sucks vs Yuri AI - Westwood wrote new AI code on top of what already existed for RA2, and only what new code that was absolutely needed to make the game work in the missions, which tend to use skirmish AI code instead of purpose-built scripted AI for particular missions.

Now, there is no Yuri campaign, meaning that the game never has to deal with a human Yuri player fighting against Soviet or Allied AI in any mission. So all the Yuri code is new, and the only new Allied and Soviet code tends to involve the new YR unit additions to give lip-service level support to skirmish play.

Bottom line, Soviet AI is using RA2-style attacks against Yuri, and it's no wonder that they fail.

I'm adding this to my sig (damned 125-character limit!).
Quote:
Originally Posted by DCoder";p=&quot View Post
The default AI sucks anyway, the best call would be disabling the original triggers overall and custom-build all the AI code.
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Old 03-14-2005, 04:21 AM   #6 (permalink)
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which is why modding exists.

I perfer to use more conventional weapons to replace MultipleMindControl
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Old 03-14-2005, 05:44 AM   #7 (permalink)
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BTW. I tried to create a whole new TaskForce & Teamtypes for the Soviet Kirov attack. by
duplicating and renaming it just like this..

-original-
[0CA0380C-G]
Name=Soviet Kirov Hard
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=yes
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0612EDBC-G
TaskForce=0EC7935C-G

-new-
[0CA3008C-G]
Name=Soviet Kirov Hard 2
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=yes
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0612EDBC-G
TaskForce=0EC9753C-G

I also created a new AITriggertype for this using DCoder's AI_V2 program. What do you think
guys? is it just fine or there might be some errors from it?
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Old 03-14-2005, 02:04 PM   #8 (permalink)
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It's just a clone, and it uses the same script and taskforce too. If the AI trigger is identical to the original that calls this team, it would be easier to simply set Max=2 on the original teamtype
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Old 03-14-2005, 06:14 PM   #9 (permalink)
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Also.. After playing the game with my modified aimd. I noticed some conflicts. for example. The soviet AI will be building 10 kirovs and attack the other AIs. When all the kirovs are all shot down. The soviet AI then builds an another Kirov. After bilding 1 airship. The AI then changes its production and builds tanks instead. which means that the AI trigger for the kirov is not functioning anymore. What do you think guys is the problem with this one?
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Old 03-14-2005, 06:55 PM   #10 (permalink)
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AreTeamMembersRecruitable=no

Change to yes, then if the AI decides to build Kirovs again, it can recruit the lone Kirov into the new team.
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