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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 08-26-2005, 09:57 AM   #11 (permalink)
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Disabling the NCO sound eh... that's what I did a while ago if you care to recall DC...

BTW Pisc - I'm FantasyGamerForever form GameFAQs. Nice to see you here. It's a small world ain't it :lol:
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Old 08-26-2005, 03:39 PM   #12 (permalink)
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Originally Posted by DCoder";p=&quot View Post
Quite annoying if one has enough build options to make the sidebar scroll, especially in things like Unholy Alliance... But then again, UA is not meant to be played by AI, so no need to fix AI there.
Yes that had occurred to me, but I'm currently too lazy to implement it . Actually the intent with this change (and others like it) is simplifying the tech tree where homologous or straight-up identical units are to be found. E.g. in UH why should a player be given the choice of making Pillboxes or Sentries, they're essentially identical (or at least meant to be, but let's not get into that now).

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Disabling the NCO sound eh... that's what I did a while ago if you care to recall DC...
Indeed. My understanding is that most people disable it at some point, because it's:
1) A more or less completely unnecessary Eva warning anyway.
2) At best annoying.
3) Extremely difficult (sometimes impossible) to fix the bug without abandoning changes.

It's just a temp fix - I may yet change the Pillbox/Sentry Gun duality or try and fix the bug properly.

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BTW Pisc - I'm FantasyGamerForever form GameFAQs. Nice to see you here. It's a small world ain't it :lol:
LOL. Yes I thought it was you, I remember you posting your mod at the board ages ago (probably 18 months - is it worrying that I remember that?).
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Old 08-26-2005, 09:45 PM   #13 (permalink)
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LOL. Yes I thought it was you, I remember you posting your mod at the board ages ago (probably 18 months - is it worrying that I remember that?).
Yes, it is. Especially considering that not even I can remember that :lol:
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Old 08-27-2005, 07:45 AM   #14 (permalink)
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why don't u just forbidden owners then?

so that allies can only build pillboxes and soviets can only build sentry guns.

This is far easier then cloning and opening up evamd.ini and the effect is neligible to the user apart from the fact that a eva announcement which has been around since cnc is missing.
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Old 08-27-2005, 09:54 AM   #15 (permalink)
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why don't u just forbidden owners then?

so that allies can only build pillboxes and soviets can only build sentry guns.
I assume "just" is the operative word, since I already made it clear I had used ForbiddenHouses.

So I'll explain. You can't "just" add ForbiddenHouses to the two structures, for the following reason. If, for example, an Allied player somehow ends up with an Soviet MCV only (perfectly possible - the bug was discovered when a player lost their MCV so went and captured his opponent's) he can't make Sentry Guns or Pillboxes. So to solve this you obviously need to change the prerequisites to remove the side-specific MCVs. Sadly doing so obviously confuses the AI, hence this topic.

The solutions I have tried all involve problems that are more distruptive to the average player than the lack of a (fairly annoying and completely useless) sound effect. And "it's been there since the first CnC game" is hardly a good defence - so has map-hack. I also view the elimination of these dual-tech odysseys as more important.
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Old 08-27-2005, 10:33 AM   #16 (permalink)
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Maybe the AI is just cheating as it has been known to do. It happens all he time to me. My mods have often had AI cheating. I may be wrong, but you might try ediing the ai.ini file.
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Old 08-27-2005, 11:07 AM   #17 (permalink)
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ai.ini has nothing to do with buildings.
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Old 08-27-2005, 11:35 AM   #18 (permalink)
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Then I was wrong. Maybe cheating is hard-coded into the game, or the ai rules weren't coded into the game. Or maybe we are just not doing the right tags or combo of tags.
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Old 08-27-2005, 02:00 PM   #19 (permalink)
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There must be some bits that are hard-coded, it's too unlike EA for there not to be some . Certainly changing most prerequisites really pisses the AI off, even if the code is otherwise acceptable.
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Old 08-27-2005, 04:22 PM   #20 (permalink)
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well your spending far too much time on the subject since u have already answered it although afaik used a lazy remove NCO option.

You could simply have diversfy the two weapon systems instead.

Your also trying to solve a problem which will rarely ever occur in an game of yr which i find equally as "useless" as your nco statement cos to be frank no one ever builds those shitty defences and if they do its early on to prevent an inf rush/
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