logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,537

Administrators:
DeeZire, Redemption

There are currently 40 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 04-21-2005, 11:26 PM   #1 (permalink)
Junior Member
 
Join Date: Apr 2005
Posts: 3
Default Computer Paradrops Kinda Annoying

Sorry if this is one of the more lame questions, and they say first impressions are a lasting one, so hopefully I don't make a bad name by asking this. I'm not really all that experienced with the editing of the INI files however I prefer to spend more time trying to find things out for myself rather than asking the same damn questions that have been asked a million times. The one thing that has always bugged me about playing in the skirmish mode against the computer is the idiots always drop their paradrops in the same spot regardless of the danger that waits there. Is there a way to edit the files somehow to make the computer pick more logical spots to drop them? Like if they drop paradrops in a pack of mirage tanks, which obviously GI's or Conscripts won't prolly even make it to the ground, the computer then plans a new spot, and maybe not even by the opponents base but maybe out in the middle of the map then try to find the best attack method from there. But I'm looking more for randomness because it gets more annoying than anything when they become soo predictable. Thanks in advance and hopefully I didn't draw this question out too much.
dlefik2005 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-21-2005, 11:43 PM   #2 (permalink)
Member
 
Join Date: Dec 2003
Location: Work, Internet tech support, or home.
Posts: 99
Send a message via MSN to Psico
Default

First off, I don't know the exact answer. But you should try to look at the logic that the computer uses for the soviet spy plane. If you ever play as yuri and build the radar you will notice that the spy plane picks a different targeted area each time. Sure the targeted area is very close to the last, it is still a different area; so it may be worth the time to look at.
Psico is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-21-2005, 11:51 PM   #3 (permalink)
Senior Member
 
Join Date: Jul 2004
Posts: 448
Send a message via MSN to Death3464
Default

Quote:
Originally Posted by Psico
First off, I don't know the exact answer. But you should try to look at the logic that the computer uses for the soviet spy plane. If you ever play as yuri and build the radar you will notice that the spy plane picks a different targeted area each time. Sure the targeted area is very close to the last, it is still a different area; so it may be worth the time to look at.
well, one more thing. is also the AI(md).ini files, and rewrite the paradrop relating stuff- don't ask me how, i dont know yet, im going to find out though. anyhow, it is related to the AI(md).ini, not at all the rules........or if it is at all, only like a TINY amount. so research more into the AI(md).ini. and psico, the spy plane thingy. would also be in AI(md).ini stuff too, im pretty sure. Atleast it actually picks your base area though, eh? one idea to edit with the AI, is maybe make them not know where you actually are? and to realize that an area, that was previously cleared, and now shrouded, is a base........they don't seem to know. i actually built just slightly out of the opponent's bases sight range, used a Gap Gen, and poof- no atks coming, and i was murdering him. maybe it was a glitch, im not sure. but yeah, thats kinda annoying, just like the paradrop thing.

EDIT- The bold is for this- if u used that logic, they would ALWAYS use a different area, not the same, even if it's a perfect place........
Death3464 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-21-2005, 11:52 PM   #4 (permalink)
Junior Member
 
Join Date: Apr 2005
Posts: 3
Default

hey psico and Death3464, thanks for the quick reply. I never actually thought about that approach. I will be sure to look at the logic behind the spy plane and see if I can somehow incorporate that into the paradrop. It's all still a new experience for me so your guess is just as good as mine if not better
dlefik2005 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-21-2005, 11:56 PM   #5 (permalink)
Senior Member
 
Join Date: Jul 2004
Posts: 448
Send a message via MSN to Death3464
Default

lol. yeah, but definetly go check the aimd.ini, its the only place that would be found.
Death3464 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-22-2005, 03:18 AM   #6 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
Send a message via MSN to DCoder
Default

Nonsense.

You can place some AA defenses there. That's the only thing that the AI worries about when dropping paradrops.
Or increase the [General]ParadropRadius=, so they fall further from the designated spot. Also take a look at the [ParaDropWeapon], whose ROF also has an impact on the paradrop drop frequency.
DCoder is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-22-2005, 05:25 AM   #7 (permalink)
Senior Member
 
AlliedG's Avatar
 
Join Date: Sep 2003
Location: U.K.
Posts: 726
Default

or increased the fall rate of parchuted ordanance.
AlliedG is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-22-2005, 10:41 AM   #8 (permalink)
Senior Member
 
Join Date: Jul 2004
Posts: 448
Send a message via MSN to Death3464
Default

ok, so there is a few small little things in the Rules.....but the main stuff IS in the ai(md).ini...........
Death3464 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-22-2005, 11:12 AM   #9 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: USA
Posts: 756
Default

Nonsense.

There is absolutely nothing in AIMD.INI that controls paradrops, or any other superweapon for that matter.
CannisRabidus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-22-2005, 11:26 AM   #10 (permalink)
Senior Member
 
Join Date: Jul 2004
Posts: 448
Send a message via MSN to Death3464
Default

i don't mean controls it- just tells the AI WHERE to place them- like to make them look out for infantry and tanks, ect and not place paradrops there......
Death3464 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
-= AI Question. Computer will build more units=- Mercury Red Alert 2 & Yuri's Revenge Editing 32 10-14-2004 06:42 AM
Parachutes, Paradrops and the Horde Razyd Generals & Zero Hour Editing 7 02-10-2004 10:08 AM
Sorry for the double post computer froz on me Vanguard Generals & Zero Hour Editing 0 07-22-2003 02:31 PM
Getting the AI to use paradrops intelligently alasz11 Generals & Zero Hour Editing 0 06-07-2003 02:48 PM
Different paradrops. FS-21 Red Alert 2 & Yuri's Revenge Editing 13 03-07-2003 02:04 PM


All times are GMT -4. The time now is 03:24 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.