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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. |
05-27-2005, 01:48 PM
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#1 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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SLOW SUPERWEAPONS......
What could be the causes why the AI sometimes build the Superweapons slower than the human player or sometimes not build it (e.g. Nuke) at all. Could this be related with the rules or is it with AI coding or it's just thoroughly normal for RA2?PROJECTALPHA™ :lol:
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05-28-2005, 02:00 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Lack of base building space?
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05-28-2005, 02:37 AM
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#3 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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Is this always true, or are there other reasons for it happening? Tnx!
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05-29-2005, 07:17 AM
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#4 (permalink)
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Member
Join Date: Jan 2004
Location: http://mo.cncguild.net/
Posts: 98
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Hmm... good that there is such topic, I have same problem with superweapons in my mod. Even when AI has a lot of space to built, it builds the superweapon buildings very late (sometimes even after an hour!). Any way to fix it?
Oh btw, I have encountered a weird bug - superweapon buildings are higher in tab than standard defenses, but lower than bunkers, walls, etc. Even with same cost and highest Tech Level, they are still in the middle of the tab. What causes it?
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05-29-2005, 10:11 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Buildings that are not specified in the [AI] section tend to be built based on where they are in the [BuildingTypes] list, more or less. Since new buildings are on the end of the list, you have to wait for them. Seems to be related to TechLevel, which suggests the AI must scan the building list several times to make many buildings with differing techlevels.
Also I believe the AI's tendency to expand their base is dependent on the value of BaseSizeAdd=? If true, if you are very frugal in your own base building, there's not much incentive for the AI to build either...
As for the thing where you can't get your buildings to show up on the build tab where you want them, I have no idea. I've always gotten stuff to show up exactly where I want them through TechLevel= and Cost=. Of course if the buildings belong to another side, then all bets are off.
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05-29-2005, 03:25 PM
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#6 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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@Cannis
Thanks for that! I think BaseSizeAdd= will do it.
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05-30-2005, 12:28 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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TechLevel > 10 works too, which is useful for putting Secret Lab stuff at the end of the build list.
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05-30-2005, 12:32 PM
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#9 (permalink)
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Member
Join Date: Jan 2004
Location: http://mo.cncguild.net/
Posts: 98
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Yes, but then when you are limited to have TL 10 in skirmish, you can't build those things...
Anyway, I just noticed that also Gap Generator is higher than defenses :roll: I got a thought that it is something caused by the defense structures... I have tried to check all of the things mentioned in that ModEnc section, but without success...
Screenshot
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05-30-2005, 01:05 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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If you send me your rules, I can try and fix this.
(Yes. I'm that bored.  )
(P.S. Cannis, feel free to edit that article to reflect this info.)
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