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CTD with basic AI for new side/country
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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat Mar 10, 2018 11:26 pm    Post subject:  CTD with basic AI for new side/country Reply with quote  Mark this post and the followings unread

Hey, long time no see. I decided to recently get back into Red Alert 2: Yuri's Revenge because I missed the good old days of building massive bases and destroying AI. Anyways, to my problem, I am attempting to create a new side/country that is supposed to create endless waves of "zombies" to throw at the player. I've never really gotten into AI until now and I'm not really sure what I'm doing. I am using a fresh install of Ares 1.0 and fresh ini files.

The game runs fine when the player is playing as the zombies but the AI just causes a CTD. Any advice would be great. Some of the values for BuildingType and such are lower than what they should be because I have another ini file that adds a few buildings and weapons.

EDIT: Fixed an error that was caused by using -1 in the AITriggerTypes. Game still crashes though.
EDIT2: Used the AI making program and added a refinery, still crashes though.
EDIT3: This current code works. Do note, if the AI can't figure out where to place a building, they'll start spamming pill boxes all over the reachable map.

rulesmd.ini
Code:

[Countries]
0=Americans
1=Alliance
2=French
3=Germans
4=British
5=Africans
6=Arabs
7=Confederation
8=Russians
9=YuriCountry

10=Zeds

11=GDI
12=Nod
13=Neutral
14=Special

[Sides]
GDI=British,French,Germans,Americans,Alliance
Nod=Russians,Africans,Confederation,Arabs
ThirdSide=YuriCountry

Zombie=Zeds

Civilian=Neutral
Mutant=Special


Here are the code snippets related to what I'm doing,
zombies.ini #included into rulesmd
Code:

[General]
AnimToInfantry=BRUTE,ZOMB
BaseUnit=AMCV,SMCV,PCV,ZMCV
PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR,ZAPOWR
PrerequisiteBarracks=NAHAND,GAPILE,YABRCK,ZAPILE
PrerequisiteProc=GAREFN,NAREFN,YAREFN,ZAREFN
PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP,ZAWEAP
PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS,ZARADR
PrerequisiteTech=GATECH,NATECH,YATECH,ZATECH

[InfantryTypes]
66=ZOMB

[BuildingTypes]
408=ZACNST
409=ZAPOWR
410=ZAPILL
411=ZAPILE
412=ZAREFN
413=ZAWEAP
414=ZARADR
415=ZATECH
416=ZAYARD

[Warheads]
106=ZBattering
107=ZSmashing

[VehicleTypes]
85=ZMCV

[AI]
BuildConst=GACNST,NACNST,YACNST,ZACNST
BuildPower=NAPOWR,GAPOWR,YAPOWR,ZAPOWR
BuildBarracks=NAHAND,GAPILE,YABRCK,ZAPILE
BuildDummy=GAPILL,NALASR,YAGGUN,ZAPILL
BuildRefinery=NAREFN,GAREFN,YAREFN,ZAREFN
BuildTech=NATECH,GATECH,YATECH,ZATECH
BuildWeapons=GAWEAP,NAWEAP,YAWEAP,ZAWEAP
BuildRadar=GAAIRC,NARADR,AMRADR,NAPSIS,ZARADR
BuildNavalYard=NAYARD,GAYARD,YAYARD,ZAYARD

[Animations]
1073=ZOMBIFY

[Zombie]
UIName=NOSTR:ZombieSide
Name=Zombie
DefaultDisguise=ZOMB
Crew=ZOMB
SurvivorDivisor=20
AI.BaseDefenses=ZAPILL
AI.BaseDefenseCounts=12,10,8
LoadScreenText.Color=192,0,0
ParaDrop.Types=ZOMB
ParaDrop.Num=20
Sidebar.MixFileIndex=2
Sidebar.YuriFileNames=false
EVA.Tag=Russian

[Zeds]
UIName=NOSTR:Zombies
Name=Zombies
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Zombie
SmartAI=yes
AI.PowerPlants=ZAPOWR
File.LoadScreen=ls%srussia.shp
File.LoadScreenPAL=mplsr.pal
LoadScreenText.Name=NOSTR:Zombies
LoadScreenText.SpecialName=NOSTR:Zombino
LoadScreenText.Brief=NOSTR:Made for AI

[ZACNST]
UIName=Name:GACNST
Name=Zombie Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Image=GACNST
Adjacent=2
Factory=BuildingType
UndeploysInto=ZMCV
Sight=8
Owner=Zeds
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes
ImmuneToPsionics=no
ProduceCashAmount=500
ProduceCashDelay=100
SuperWeapon=PsychicRevealSpecial
Radar=yes

[ZAPOWR]
UIName=Name:GAPOWR
Name=Zombie Power Plant
BuildCat=Power
Prerequisite=ZACNST
Strength=750
Armor=wood
Image=GAPOWR
TechLevel=1
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=800
Points=40
Power=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes
DieSound=PowerPlantDie
ImmuneToPsionics=no
Drainable=yes
PoweredSpecial=yes

[ZAPILL]
UIName=Name:GAPILL
Name=Zombie Pill Box
BuildCat=Combat
Strength=400
Image=GAPILL
Armor=steel
Prerequisite=ZACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=Vulcan2
ThreatPosed=30
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0

[ZAPILE]
UIName=Name:GAPILE
Name=Zombie Barracks
BuildCat=Tech
Prerequisite=POWER,ZACNST
Image=GAPILE
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0
ExitCoord=-64,64,0
GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
ImmuneToPsionics=no

[ZAREFN]
UIName=Name:GAREFN
Name=Zombie Ore Refinery
BuildCat=Resource
Image=GAREFN
DockUnload=yes
Refinery=yes
NumberOfDocks=1
Bib=yes
Prerequisite=POWER,ZACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=CMIN
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys
Spyable=yes
NumberImpassableRows=3
ImmuneToPsionics=no
ResourceDestination=yes
Drainable=yes

[ZATECH]
UIName=Name:GATECH
Name=Zombie Battle Lab
BuildCat=Tech
Image=GATECH
Prerequisite=ZAWEAP,RADAR,ZACNST
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3
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
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=no
ProtectWithWall=yes
ImmuneToPsionics=no
SuperWeapon=ForceShieldSpecial

[ZAWEAP]
UIName=Name:GAWEAP
Name=Zombie War Factory
Image=GAWEAP
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,ZAPILE,ZACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
Spyable=yes
ImmuneToPsionics=no
NumberImpassableRows=1

[ZARADR]
UIName=Name:NARADR
Name=Zombie Radar Tower
BuildCat=Tech
Prerequisite=ZAREFN,ZACNST
Image=NARADR
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3
Cost=1000
Points=60
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes
Spyable=yes
ImmuneToPsionics=no

[ZAYARD]
UIName=Name:GAYARD
Name=Zombie Shipyard
BuildCat=Tech
Image=GAYARD
Prerequisite=PROC,POWER,ZACNST
WeaponsFactory=yes
Factory=UnitType
Strength=1500
Armor=concrete
Naval=yes ;GS
WaterBound=yes
TechLevel=4
Adjacent=12
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Zeds
AIBasePlanningSide=3
Cost=1000
Points=55
Power=-25
Powered=false
BaseNormal=no
Crewed=no
Explodes=yes
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
ThreatPosed=0
DamageSmokeOffset=700,700,500
AIBuildThis=yes
UnitRepair=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3
TargetCoordOffset=300,200,0
ImmuneToPsionics=no

[CMIN]
Dock=NAREFN,GAREFN,ZAREFN
Owner=British,French,Germans,Americans,Alliance,Zeds

[HORV]
Dock=NAREFN,GAREFN,ZAREFN

[HARV]
Dock=NAREFN,GAREFN,ZAREFN

[SMON]
Dock=NAREFN,GAREFN,ZAREFN

[CMON]
Dock=NAREFN,GAREFN,ZAREFN

[ZMCV]
UIName=Name:AMCV
Name=Allied Construction Vehicle
Image=MCV
Strength=1000
Category=Support
Armor=heavy
DeploysInto=ZACNST
TechLevel=10
Sight=6
Speed=4
Owner=Zeds
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVAlliedSelect
VoiceMove=MCVAlliedMove
VoiceAttack=MCVAlliedMove
DieSound=GenVehicleDie
VoiceFeedback=
DeploySound=PlaceBuilding
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no
OmniCrushResistant=yes

[ZOMB]
UIName=NOSTR:Zombie
Name=Zombie
Category=Civilian
Image=MUMY
Primary=Zombiepunch
Secondary=Zombiesmash
Strength=400
Armor=plate
TechLevel=1
CrushSound=InfantrySquish
Sight=6
Speed=3
Prerequisite=ZAPILE
Owner=Zeds
AllowedToStartInMultiplayer=yes
Cost=100
Soylent=200
Points=10
Crushable=no
Pip=yellow
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
IsSelectableCombatant=yes
DieSound=MummyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10
ImmuneToVeins=yes
Size=1
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
CloseRange=yes
SelfHealing=yes
ImmuneToPsionics=yes
UseOwnName=true
CivilianEnemy=yes
DefaultToGuardArea=yes
GuardRange=2

[Zombiepunch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=ZBattering
Projectile=InvisibleLow
FireInTransport=no

[Zombiesmash]
Damage=100
ROF=60
Range=1.1
Speed=100
Warhead=ZSmashing
Projectile=InvisibleLow

[ZBattering]
Verses=100%,100%,100%,0%,0%,0%,30%,30%,20%,200%,100%
InfDeath=10
Wall=yes
Wood=yes
InfDeathAnim=ZOMBIFY

[ZSmashing]
Verses=0%,0%,0%,100%,20%,100%,0%,0%,0%,0%,0%
InfDeath=10
Wall=yes
Wood=yes
Rocker=yes
MinDebris=1
MaxDebris=3
InfDeathAnim=ZOMBIFY


artmd.ini entries related to zombies
Code:

[ZOMBIFY]
Layer=ground
Report=InfantryMelt
MakeInfantry=1
Image=BRUTDIE
Shadow=no


aimd.ini entries related to zombies
Code:

[TaskForces]
132=01000000-G
133=0100000B-G

[01000000-G]
Name=20 Zombies Defense
0=20,ZOMB
Group=-1

[0100000B-G]
Name=20 Zombies Attack
0=20,ZOMB
Group=-1

[ScriptTypes]
88=01000008-G
89=01000009-G

[01000008-G]
Name=Zombie Base Patrol
0=58,131475
1=5,30
2=58,131474
3=5,30
4=58,131477
5=5,30
6=58,131476
7=5,30
8=6,1

[01000009-G]
Name=Zombie Attack All
0=54,0
1=53,0
2=0,1

[TeamTypes]
163=01000003-G
164=01000007-G

[01000003-G]
Name=Zombie Infantry - E1
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=Zeds
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=7
Max=2
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=01000009-G
TaskForce=0100000B-G

[01000007-G]
Name=Zombie Infantry - E2
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=Zeds
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=yes
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=7
Max=2
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=yes
OnlyTargetHouseEnemy=no
Script=01000008-G
TaskForce=01000000-G

[AITriggerTypes]
01000005-G=Zombie Infantry - E1,01000003-G,<all>,1,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,50.000000,10.000000,70.000000,1,0,4,0,<none>,1,1,1
01000006-G=Zombie Base Guard - Basic,01000007-G,<all>,2,-1,<none>,0000000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,4,0,<none>,1,1,1

Last edited by hotrods20 on Mon Mar 12, 2018 12:37 am; edited 4 times in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Mar 11, 2018 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sample 4th side - http://www.ppmforums.com/download.php?id=58435
Compare with vanilla INIs to check out the differences.

I don't use #includes in Ares but my guess would be that it would append
to the existing lists. So modify rulesmd and put your new playable country
before the non playing countries like in the sample above.

As you are using only few TeamTypes for the new side, check out for
UseMinDefenseRule and MinimumAIDefensiveTeams concerned with using
IsBaseDefense.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Mar 11, 2018 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks E1, that helped a lot and my AI is now working. I now need to figure out how to make them keep sending waves.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Mar 11, 2018 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quick followup question, what might cause this to happen? I'll update OP with the latest code I have.

EDIT: I had some misnamed tags and such. AI still isn't producing waves of zombies to fight though.
EDIT2: Updated code again. This one is working. AI is making a lot of pill boxes but that's probably a good thing. Thanks for the help. I think I understand how it works a little better.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Mar 12, 2018 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I know of the base defense buildings being built continuously. Some bug
in the game gets exposed when adding new sides in some cases. It also
happens when AI starts with multiple MCVs. I didn't spend much time into
finding what is the cause of it.

Though alternative exists. Don't define your new side pillbox as a defense
structure in AI.BaseDefenses/AI.BaseDefenseCounts. Instead make it a
normal building and use Ares AIBuildCounts like:

IsBaseDefense=yes    ; AI will consider this as base defense for targeting
AIBuildThis=yes         ; Tells the AI to build
AIBuildCounts=5,5,3  ; Number of buildings needed (Ares)
AIExtraCounts=2,2,0  ; Additional random count (Ares)

Currently you have Max=2 set in the TeamTypes, so until those teams are
entirely destroyed/recruited, game won't produce more.

As for making waves of attack teams, AI regularly produces teams using
TeamDelays intervals. You could vary the team, have more AITriggers etc.

You would get fine defined control of what gets produced in single player
maps. You could make increasingly harder teams as the time passes etc.

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Mon Mar 12, 2018 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I got more teams running based on when the player has radar or battle labs now. I'll have to use the AIBuildCounts stuff since my last game was a rush of zombies and the constant construction of ZAPILLs.

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