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skirmish maps with capturable bases
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virtue
Vehicle Driver


Joined: 08 Oct 2014
Location: UK

PostPosted: Fri Oct 17, 2014 1:12 am    Post subject:  skirmish maps with capturable bases
Subject description: like a neutral AI
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Any decent skirmish maps that offer a capturable base? Ive not been through all of the skirmish maps yet but ive seen a few where some structures can be captured whilest others not (Renegade War, The Crater).

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 17, 2014 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

For balance reasons multiplayer maps don't really offer entirely capturable bases. There are some capturable buildings on several maps though, including The Crater, Renegade War, Tiber, Dante's Desert, The Experiment Lab, and probably some others that I can't remember off the top of my head.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Emerald Canyon has 2 small abandoned neutral outposts with 7 capturable buildings each.

Island Raiders has many capturable buildings. When the map is in the bigger state, it even has 3 quite big Neutral bases. Though they are well defended, so be careful.

Dante's Desert has many capturable buildings. On the corner islands it has small outposts with several useful tech buildings.

Africatorial has for each start location 1 or more capturable refinery outposts.

Trinity has a very big airforce outpost which you can capture if you fulfilled the small objective that made the map become bigger. This outpost can be only reached via a Neutral chinook. (watch out for a small island with a dropzone flare)
In addition are on this map for each player small abandoned outposts that can be easily reached and captured. (also only accessible when the map is in the bigger state)
Hint: Destroy the buildings that usually have crates under them.

Frosty Lake has capturable refinery outposts for each player.


However, you won't find any map with an aggressive Neutral AI base that even builds units and attacks with them.
The reason is, that any player units (human or computer controlled) don't attack automatically Neutral units.
Bittah, why didn't you applied the hack again? Was there trouble with campaign maps?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Oct 17, 2014 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

The hack that allows player units to automatically target neutral units caused the AI to basically start treating the neutral house as any other player and start attacking neutral structures all over the map (often in favour over a regular human player, because the neutral structures often are closer); it'd send entire armies at the neutral structures and launch its superweapons at them as well.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

idea:
place in a short distance near every start location via the Spawn houses 1 insignificant unit of the other players.
This way AIs will "see" those closer enemy units before the Neutral house stuff and thus concentrate its attacks more on the other players. (it would make sure the first chosen enemy is a player, not Neutral house)

The insignificant unit could be an infantry with Sight=0, Selectable=false, so you can't do anything with it.

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virtue
Vehicle Driver


Joined: 08 Oct 2014
Location: UK

PostPosted: Fri Oct 17, 2014 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks ill check out them maps Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Emerald Canyon has 2 small abandoned neutral outposts with 7 capturable buildings each.

I forgot:
In addition gets the map bigger after fulfilling a certain objective and then you have access to 2 airbases and 2 well hidden research facilities, giving you "SS 27-N Nuclear Missile Rocket Launcher" (a special V2 rocket launcher which fires nukes).

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^Rampastein
Rampastring


Joined: 11 Oct 2008
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PostPosted: Fri Oct 17, 2014 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI didn't 'specifically' send armies after the civilians, but Hunt just makes the AI attack the closest enemy objects and if something gets in the way, it will destroy them too. So, the AI destroyed all neutral buildings on the map while fighting other players. I have to say that I somewhat liked the behaviour, but some public players disliked it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

was it ever public tested?
I like it too. Especially when my units and base defenses automatically killed incoming ants and visceroids. Loosing an entire outpost on an unnoticed visceroid is extremely annoying.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Oct 17, 2014 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Considering that many of the AI's teams use the Hunt mission, the AI would then still keep targeting any neutral units and structures that are in between the AI's base and that of its enemy, so this solution still wouldn't be good enough.
Also, considering how well the Co-Op maps work right now, it's also not really worth the trouble.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 17, 2014 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
was it ever public tested?

Yes, for a few days. I actually thought it was cool to have the AI 'interacting' with civilians, but I understand that for many players it might seem weird to have the AI brutally slaughtering them.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Oct 17, 2014 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sometimes you'd also see the AI come to attack some civilian structures that were right in or behind your base, while partially (or completely) ignoring your units.

Having the AI attack only civilian units would've been fine, but with the AI also targeting the civilian structures (even with aircraft and superweapons), it was kind of ridiculous in my opinion.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 17, 2014 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well yeah, seeing the AI attack a civilian village with 3 A10s was funny.

We're awesome at turning public topics to developer discussions btw.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you tried LegalTarget=no?
With this set, an object is still destroyable, but only via force firing. You won't get the attack cursor even if the object is belonging to an enemy house. So this might also prevent the AI from auto-targeting the object.
Giving it all civilian units and buildings, could theoretically avoid that the AI players attack any civilians.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Oct 17, 2014 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that probably would indeed work. Think that's really worth it though?
There's already a better way to have hostile units on a map that aren't owned by any of the players, so enabling this hack would then solely be for the purpose of auto-targeting visceroids.
^Rampastein wrote:
We're awesome at turning public topics to developer discussions btw.

It's not like we're giving away any surprises or secrets, so it's fine #Tongue

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 17, 2014 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd definitely edit some of my maps so specific buildings would have LegalTarget=no then, just to make the AI randomly trigger fun stuff =)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Yeah, that probably would indeed work. Think that's really worth it though?

If it really works, then it would be definitely worth it imo.
And not only for visceroids.

Neutral patrol ships on Tiber and other maps would be auto-attacked.
Ants would be auto-attacked.

Neutral house could be used for some real bases like a 9th player on the map.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Oct 19, 2014 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

^ Yah, that would be awesome.

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