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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. |
06-30-2006, 09:57 PM
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#1 (permalink)
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Junior Member
Join Date: Jun 2006
Posts: 7
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Please help; AI won't build Battle Labs
Altough I am new to this, I have been able to create some cool stuff. Lately I went a bit too far and the AI don't build Battle Labs anymore. It does still build things that need it (like Tanyas, Howitzers etc.) but no superweapons etc. :scared:
The Battle Lab and its requirements are all in the AI building bit, just it doesn't work.
Please Help!
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06-30-2006, 11:27 PM
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#2 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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Just a guess, and I'm a wee bit rusty at this... But check the tech level of the Battle labs and if it is 0 or -1 then they are not buildable.
Also check the prerequisites and the AI sections of the Rules. I don't have a copy of the rules handy so I cannot help you much but check those out. I'm also supposing you weren't editting the AImd.ini file in which case that is most likely where part of your problem lies.
Also, it would probably help if you told us what you were doing at the time... eg, what you editted...
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06-30-2006, 11:53 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Quote:
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I'm also supposing you weren't editting the AImd.ini file in which case that is most likely where part of your problem lies.
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Bollocks? AI.ini does nothing building construction related.
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07-01-2006, 12:12 AM
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#4 (permalink)
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Junior Member
Join Date: Jun 2006
Posts: 7
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The TechLevel on the Lab isn't 0 or -1 since the players can build everything.
There's some coding, I don't know if it'll help.
Code:
{General}
GDIPowerPlant=GAPOWR,GAGEOG
PrerequisitePower=GAPOWR,NAPOWR,NANRCT,GAGEOG,GAUPOWR
PrerequisiteRadar=GARADR,GAAIRC,NARADR,AMRADR
{BuildingTypes}
23=GARADR
309=GAGEOG
{AI}
BuildConst=GACNST,NACNST
BuildPower=NAPOWR,GAPOWR,GAGEOG ; buildings to build to generate power
BuildRefinery=NAREFN,GAREFN ; refinery ratio based on these buildings
BuildBarracks=NAHAND,GAPILE ; barracks ratio based on these buildings
BuildTech=GATECH,NATECH ; should build on each of these
BuildWeapons=GAWEAP,NAWEAP ; war factory ration based on these buildings
BuildDefense=GAROCA,TESLA,ATESLA ; base defenses are based on these buildings
BuildPDefense=GAROCA,TESLA,ATESLA ; excess power base defense
BuildAA=GACSAA,NASAM,NAFLAK ; air defenses based on these buildings
BuildHelipad=GAAIRC ; air helicopter offense based on these buildings
BuildRadar=GAAIRC,NARADR,GARADR
ConcreteWalls=GAWALL,NAWALL
NSGates=NAGATE_B,GAGATE_B
EWGates=NAGATE_A,GAGATE_A
BuildNavalYard=NAYARD,GAYARD
BuildDummy=GAVULA,GAPILL,NALASR
NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP
{GAGEOG}
Basically like tesla reactor for allies
Prerequisite=GACNST
{GARADR}
Basically like soviet radar.
Prerequisite=GAREFN,GACNST
Owner=Americans
{GATECH}
UIName=Name:GATECH
Name=Allied Battle Lab
BuildCat=Tech
Prerequisite=GAWEAP,GARADR,GACNST
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
Hope narrows it down.
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07-01-2006, 01:15 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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I did say I'm rusty and I know nothing of AImd.ini so in that place I'm a newb... Thanks for the correction, DCoder.
Sorry for the misleading information, kilkakon.
AFAIK, is the code not supposed to be in brackets, not {}?
Hmmm. As said earlier I do not have a copy of the rules available, and cannot double check things, and everything in that bit of code looks fine, (I, unlike Ren or DCoder or Cannis or numerous others, do not know the rules mostly off by heart) so maybe tell me what it was you were editing immediately before the problem occured?
Also, if you were to go into the game, can you build the battle labs yourself?
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07-01-2006, 01:23 AM
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#6 (permalink)
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Junior Member
Join Date: Jun 2006
Posts: 7
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1. I used curly brackets in the post 'cause I don't know if it would count as BBCode.
2. I'm sorry but I just can't remember what I did. You see when I was whipping alot of things together I didn't watch the AI. 
3. I can build the entire technology tree.
Thanx!
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07-01-2006, 05:44 AM
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#7 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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BBCode is not processed inside [ code] blocks.
My bet is on either GDIPowerPlant or BuildPower.
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07-01-2006, 06:05 AM
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#8 (permalink)
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Member
Join Date: Nov 2004
Location: Spishskaa Novaa Ves,Slovakia
Posts: 56
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BuildPower actually doesn't have anything to do with power, all the BuildXXX tags specify the order of buildings to be built (you can't get the AI to build Barracks after Refinery by changing their order in the BuildingTypelist, you need to place refinery to buildbarracks and barracks to buildrefinery.
BuildPower is the first building to build. So, it takes only one thing per side.
GDIPowerPlant is the building AI builds when it needs more powerplants, so all the power plants except the first one. Again, it takes only one thing.
So, if youn want the AI to build one GAPOWR, and the build GAGEOGs, or vice-versa, place one to BuildPower and another to GDIPowerPlant.
But I can't imagine what this does for BattleLab. The main reason for not building Battle Lab is that BaseSizeAdd and/or XXXBaseDefenseCount has been set higher.
If you want to have the AI build more defenses, you have to either let them be built after all the buildings (set the prereq to the last building built)- which makes AI unable to build SuperWeapons, or set DefenseCounts to 0 and make a separate clone of every defense you want the AI to build. And play with TechLevels, positions in BuildingTypes list and Prerequisites. A lot of work.
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07-01-2006, 07:34 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Happened to me every time I started an instance of my mod. Generally after I tried to improve the AI through AI-related rules flags. But I've never found out what exactly triggers it - I always had to revert.
It's one of the reasons TD is on hold.
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07-02-2006, 01:36 AM
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#10 (permalink)
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Junior Member
Join Date: Jun 2006
Posts: 7
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Quote:
Originally Posted by Karan Sjet";p="
The main reason for not building Battle Lab is that BaseSizeAdd and/or XXXBaseDefenseCount has been set higher.
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Thank you Karan Sjet! This was the problem. I had tried to improve the AI's defenses by bumping up BaseSizeAdd to 12.
Is there a higher value than 3 that will still work?
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