Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Feb 03, 2007 3:50 am Post subject:
Riche Naval [RA2]
Subject description: (and questions) making the ai tuff
no picturse, sorry, also its not finish but i want to know what i can do to make it better so here. i want to know how to make the ai smarter like making tons of tanks and then attacking. also how do you make them make pasific units in the ini editing? sorry my grammer is bad and spelling is the worst but bare with me. im new here and been taking peoples maps and they are all cool.
riche~sna!val@2.mpr
Description:
there, i worked hard on it so im not letting it stay crappy.
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Sat Feb 03, 2007 5:18 am Post subject:
Nah... it's horrible... you can find gazzilion of alike maps in the online... this is just horrible piece of... oh yes - no flaming... bad -map... if map at all...(No screens - but it's a lot of gems in the middle - with a bunch of cows close buy - and random things everewhere...) _________________ DUNK! QUICK_EDIT
The map is... ridiculously bad. I can't say anything else. Minimap attached. (Yes, the black blob is gems. Map size is 145x144. I'll let that big black blob sink in.)
No, scratch that, I HAVE to comment on the extra ini coding. It's just crazy. (All comments mine.) Here's an example:
Code:
[CAAIRP] ;Buildable Tech Airport (with the Tech Paradrop Superweapon, no less)
Cost=5000
BuildCat=Combat
TechLevel=10
AIBuildThis=yes
Prerequisite=<none>
ProtectWithWall=yes
[CAOILD] ; Buildable Oil Derrick
Cost=10000
Owner=Russians,Confederation,Africans,Arabs,French,British,Germans,Americans,Alliance
BuildCat=Combat
TechLevel=1
BuildLimit=1 ; can build only one
AIBuildThis=yes
LegalTarget=yes
Prerequisite=<none>
NeedsEngineer=no
ProtectWithWall=yes
ProduceCashDelay=5
ProduceCashAmount=10000 ; $10000 every 5 frames (1/3rd of a second)
ProduceCashStartup=10000 ; $10000 when built
[General]
CratRegen=10
BuildSpeed=.1 ; 7x faster build than normal
CrateMaximum=500
PurifierBonus=500 ; turns a single harvester dump (say, $1000) into (1+500) * $1000 = $501000
SovParaDropNum=25 ; 25 conscripts in a paradrop
AllyParaDropNum=18 ; 18 GIs in a paradrop
AmerParaDropNum=25 ; 25 GIs in the american paradrop
MaximumCheerRate=10
MaximumQueuedObjects=999
Also featuring magic toys like (INI code omitted for brevity):
; Buildable Psychic Beacon - can Mind Control anything across the map (only one unit at a time)
; Buildable civilian truck (looks like Demo Truck) deploys into something that looks like a Grand Cannon, that fires 8 cannon shells at once up to 20 cells away, each dealing 200 damage, every 120 frames (8 seconds)
; another truck that looks like the Demo Truck (not buildable, wonder why), deploys into something that looks like the Prism Tower and fires 8 cannon shells at once, up to 30 cells away, each shell does 200 damage, every 240 frames (16 seconds), most likely the area fire glitched the weapon by firing directly under itself, hence unbuildable
; Buildable Merry-Go-Round that looks like the Gap Generator, doubles as a Nod stealth generator replica
; Buildable Barrels - the explosion of the barrels pretty much detonates a nuke
; Buildable civilian car that looks like the soviet harvester, runs around as fast as a harrier, turns as slowly as a grand cannon, can carry 500 chunks of ore (normal ones carry 20 or 40), has less armour than a Terror Drone, etc
; primary weapon of the harvester above fires invisible beams that deal 2000 damage (with a malfunctional warhead == IE on build) up to 20 cells away, every 120 frames (8 seconds)
; secondary weapon of the harvester above fires anti-air flak shells in bursts of 10 up to 50 cells away, dealing 200 damage each, every 60 frames (4 seconds)
; another, different, soviet harvester given for "free" with the sov/allied refineries
; costs $10 000, has 1700 armour (a bloody apoc has only 800), runs around like a teleporting lunatic, can carry 10 000 chunks of ore, etc
; primary of the monster above was intended to heal 10 points for infantry from up to 10 cells away, every 10 frames (2/3rds of a second), but doesn't work - vehicles can't heal infantry
; secondary of the monster above heals 100 points for vehicles from up to 10 cells away, every 120 frames (8 seconds), basically a Repair IFV on steroids
All in all, this map is a very good candidate for the "Noob map of the year" award. I can only remember one map that had noobisms comparable to this one, here, although the author actually removed the crap after I commented on it.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Feb 04, 2007 4:02 am Post subject:
This map is epic fail..
But when I read the weapons, I nearly cracked up.
If someone remakes that map into something presentable(if that is even possible), they deserve a mountain of cookies. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sun Feb 04, 2007 11:56 pm Post subject:
ok... what exactly should i change? i really like the map and i fixed the oil derrick and the deployer. get rid of the cows? somone make a list of things to change, i dont care if you guys flame me or not, im here to make my favorite map i made good. also sorry but i dont even know how to take pictures of the map. QUICK_EDIT
I know this thread is old and il probably get spammed for opening it again But Mybe you guys dont think this map is good but as he said he likes it. I used to make maps like this and i used to like oil derrics like that but thats when most people are like when they see cool missing cameos in the game online maps every one has different opinions and mine is that its a good map for people who like it.
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