Posted: Sat Sep 14, 2013 3:01 pm Post subject:
How to continue game after destroying AI
So i'm making a comp stomp, but i can't seem to find out how i can let the game continue after destroying AI, so that its just us vs neutral.. Someone knows the answer? Thankyou! QUICK_EDIT
Assuming this is MP.
After you destroyed the AI you can use the trigger Action: 'Loser is...' and select (IIRC) 3 Neutral.
Yes it's MP, thanks for that! But it doesn't work.. btw what is IIRC ? and Neutral is 2,.. 3 is special.. What is ' special' btw hihi sorry for the questions, i just can't seem to figure it out.. it is kinda weird that there is no 'AI' House.. And so which event you recommend me to use?? Much help appreciated!!!! QUICK_EDIT
Special is a civilian house which is always allied to every other house, meaning that it can open gates, repair vehicles, heal infantry and so on for every faction on the map.
Anyhow, Team Black posted his attempt to make a Comp Stomp map at TiberiumWeb several years ago, so that topic should tell you everything need to know: http://www.tiberiumweb.org/forums/index.php?showtopic=3570 _________________ QUICK_EDIT
I used to just defeat the AI & then build a wall around any Orca or Banshees they had left over (so my own units couldn't attack them). I would then carry on playing for hours, building a huge base simcity style _________________
You can just leave one of there production structures alive which is pretty much all you have too do. The best options for this is helipads and barracks. QUICK_EDIT
You can, however, INI edit the map so that the Neutral house isn't MultiplayPassive and appears as a player in the game (including the score screens and such, under a gray color). The maps Bittah linked to are examples of doing so. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
I do state in the last post at TibWeb that I got the crash fixed however. I can't remember all the exact details (it's been 4 years after all), but fixing the crash issue doesn't seem very complicated to do based on the posts on that topic. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Sep 16, 2013 4:19 pm Post subject:
Be sure to check the AI Building list, like in the tibweb thread.
I promised myself I'd find out exactly how to make co-op maps, and then write up a tutorial. Maybe I still will, someday _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Now i'm searching how I can let AI always be NOD.. It would be great if you have an answer on this one !
Though I can start with 5 AI players, and 1 of them could be NOD,.. but there was even one time where there was no NOD at all (so game crashed).. It would be nice to just put AI plyrs 1.. especially on MP QUICK_EDIT
Comp Stomp maps are pretty common online (last time I played online anyway) and the key was to give the neutrals a building outside of the map, then editing the ini of the map to make them 'playable'. They now do start with an own MCV (which shouldn't be able to build anything), the players units should auto-attacking the neutrals and, as a little hidden feature, after the map was played, you can shoose neutrals as your starting faction (NOTE: Should any neutral buildings be placed while choosing Neutral as faction, the game will crash. Should you choose neutral and there are pre-placed units, you will control them. Should a creature mutate, you will also gain control of the visc which was created. . .)
IIRC I did upload/post some maps, either because asking for help or because I wanted to ask if there would be any way to abuse that hidden feature... _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
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