GOAL : eliminating an annoying component tower bug DIFFERENT from the one in banshee's tutorial
bad things about it : gdi walls are replaced with nod walls and gates,
from
NodAIBuildsWalls=no
AIBuildsWalls=no
to
NodAIBuildsWalls=yes
AIBuildsWalls=yes
this allows the ai to build walls
now to allow gdi to build nod walls && gates and change the ai's perceptions of wich walls he should build
just replace the current GAWALL entry with this one
; concrete wall
[GAWALL]
Name=Concrete Wall
Strength=150
;Prerequisite=GAPILE
High=yes
Armor=concrete
TechLevel=-1
Adjacent=4
;Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=GDI
Cost=50
BaseNormal=no
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBase=no
getting the nod walls available to both sides
; NOD wall
[NAWALL]
Name=Concrete Wall
Strength=150
Prerequisite=BARRACKS
High=yes
Armor=concrete
TechLevel=6
Adjacent=4
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=GDI,Nod
Cost=50
BaseNormal=no
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBase=no
and here we are
the ai builds walls without building dozens of useless towers
Just give the GDI wall Image=NAWALL and dont ztype with it no more... But I still cant understand why do you want GDI to build Nod walls... _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Mar 22, 2005 8:29 pm Post subject:
why the hell dont you just make GAWALL into NAWALL,and NAWALL into GAWALL? copy the codes,keep the [NAME] the same. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
the AI places walls in ridiculous places anyway...I mean a random peice of wall in a tib feild? _________________ That acting was so bad I think you gave me Cancer...
the AI places walls in ridiculous places anyway...I mean a random peice of wall in a tib feild?
that's because the ai is TRYING to make a square of walls around itself.....it just skips the locations that can't be built on
and it seems it tries to build as many walls as possible without hampering movement of its vehicles
if you have a completely flat terrain and no obstacles the ai will build the walls perfectly Last edited by Judeau on Tue Mar 22, 2005 8:35 pm; edited 1 time in total QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Mar 22, 2005 8:34 pm Post subject:
OR you can just comment out the component tower,make a new one(TSTW style,3 versions. one with the Vulcan, RPG,and the SAM one. it'd be so easy to do. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
OR you can just comment out the component tower,make a new one(TSTW style,3 versions. one with the Vulcan, RPG,and the SAM one. it'd be so easy to do.
then i'd still need something for WallTower=
can't set it to no or put nothing there i even tried setting the component tower to non-buildable.....the ai would fill the ENTIRE FIELD with component tower bases.
with making the gdi walls unbuildable you don't have to worry about such things.
no crazy component towers. just bliss....kinda QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed Mar 23, 2005 12:22 pm Post subject:
Well it's a definite possibility. There is also the possibility that blockages occur when they place walls around randomly like that picture you posted. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
you do know they build walls and leave enough space open to move units...in the masses
their method of wall building gives an annoying layered defence.......i sent out a HUGE force and it got it's ass wipped while the ai had minimal casualties
in my mod walls and gates are FAR stronger wich causes walls to actually be a deterrent to attack...especially when the enemy has deployes some artillery and tick tanks. and has built some normal lasers.
btw the fact that all units get damaged more easily and that they are cheaper means you need a large attack that is almost perfectly coordinated to take down the enemy defences QUICK_EDIT
true but i'm happy with the ai walls as it is......they at least pose a sort of challenge now when attacking
and different players have different styles of defences
the ai at least makes use of the walls in a good practical way....they also place the gates where they are needed.
There's alot more easy way to fix tis; Just change "WallTower=GACTWR" to "WallTower=GAWALL" and the problem 'll be fixed without having GDI building Nod Walls or building compnent towers in the wall. _________________ QUICK_EDIT
lol true and that ai wall building is highly unadvise cos if they do get stuck it will lag the game to hell and with guard range = more hell. _________________ QUICK_EDIT
is there not a way to emulate RA2s way of protecting certain buildings with walls? _________________ That acting was so bad I think you gave me Cancer...
Joined: 17 Nov 2004 Location: The Most Holy Metal Reich
Posted: Wed Nov 14, 2012 8:25 pm Post subject:
Bittah Commander wrote:
There's alot more easy way to fix tis; Just change "WallTower=GACTWR" to "WallTower=GAWALL" and the problem 'll be fixed without having GDI building Nod Walls or building compnent towers in the wall.
It causes internal errors when building tower upgrades.
(I know this thread is old but its listed in the big list and someone may discover the inaccuracy of this advice the hard way just like I did) _________________ Eradicate. QUICK_EDIT
I was just browsing through the tutorials and found that this one doesn't really solve the problem, so I thought I'd just bump this topic and post the same method I've been using myself.
All you have to do is change "WallTower=" to an upgrade which doesn't have to be buildable to the player (if this upgrade is specified after "WallTower=", the AI will simply ignore TechLevel=-1 and build it anyway). If this upgrade isn't buildable to the player, just make it invisible (with Image=none) so you won't notice them.
Do make sure the building specified after "PowersUpBuilding=" exists and isn't too high up the tech tree (I'd suggest you either use the Construction Yard, Power Plant or Barracks).
If the GDI powerplant is still upgradeable with the power turbines as normal in your mod, just changing whatever is after "WallTower=" to the power turbine should fix this problem as well.
@Bittah
As all the maps in DTA are flat, have you tried re-enabling AI build walls
I seem to remember a big part of their problem was they could not figure out placing walls when there was any sort of slope around
I imagine it would still be buggy, but possibly a nice enough feature (maybe even just for certain maps which have large open expanses of terrain around the AI starting location?) _________________ QUICK_EDIT
The AI never builds walls properly, not even on entirely flat maps. It places wall segments all over its base, which take room from actual buildings and this way clogs up the base. Besides, even DTA has obstacles like cliffs and water. _________________
The obstacles aren't the problem though; the problem is when the AI leaves gaps in its walls because of an obstacle such as a ramp, which will then allow enemy units to get through and with obstacles such as trees and rocks this isn't an issue.
@SMIFFGIG:
I might look into enabling walls for DTA's AI once gates have been added (I have no idea when this will be however) and then we'll see whether it makes the AI play better or worse. _________________ QUICK_EDIT
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