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The AI units in the game
Moderators: Dawn of the Tiberium Age Staff
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Boso
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PostPosted: Mon Jan 22, 2018 8:22 am    Post subject:  The AI units in the game Reply with quote  Mark this post and the followings unread

Hi recently been playing around with this mod and its amazing, currently making missions. I just want to know more about the AI versions of units in the game, and how they function. I also want to see if I could recreate an AI version of a unit in RA2 perhaps

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Boso
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PostPosted: Mon Jan 22, 2018 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

oops accidentally have the post subject wrong

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 22, 2018 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

The AI units are basically 1:1 copies of the normal buildable versions, but with the Costs reduced to about 60%.
The AI is pretty stupid/weak and this allows it to build faster and more units to become a bigger threat.

Some AI versions also have certain special abilities removed or set as default since the AI is not able to work with them right if it has to choose from multiple different options (e.g. stay mobile and shoot or rather deploy).

Some fast units were also slowed down for the AI, so they stick better together with other AI units when they are used in a combined task force, so the task force arrives together at the target (to prevent the fast scouts driving ahead and get killed easily before the rest of the group arrives).

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jan 22, 2018 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI units were also given GuardRange=12 (and =30 for ships) to make them behave more aggressively and make them automatically attack any unit that comes close to the AI's base.

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Boso
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PostPosted: Tue Jan 23, 2018 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, thanks guys. Was really interested in them. Are the buildings just cheaper clones?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jan 23, 2018 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Usually, yes. They should also consume less power than player-built ones. You know, to make it harder for you to get in.
I'm not sure, but it might also be beneficial for those clones to also function as oil derricks (RA2-only).

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m7 wrote:
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jan 24, 2018 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, the AI's structures are indeed just cheaper clones for the same part, except that on naval maps the AI's war factories were also given WeaponsFactory=no in order to prevent the AI from spawning ships in them (this is necessary because the alternate factory work-around only works for human players).

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Einhander
Cyborg Soldier


Joined: 17 Apr 2014

PostPosted: Wed Jan 24, 2018 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think its funny how a harvester can sometimes be built at a naval yard on other maps that emphasize both land and sea combat.

Watching a harvester ski across the ocean always cracks me up into a fit of laughter.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jan 24, 2018 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

That no longer happens since version 1.167 though.

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Einhander
Cyborg Soldier


Joined: 17 Apr 2014

PostPosted: Wed Jan 24, 2018 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well nuts, I guess I can't go fishing for harvesters anymore. My fleets will be displeased.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 25, 2018 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Einhander wrote:
Well nuts, I guess I can't go fishing for harvesters anymore. My fleets will be displeased.

You can always make a custom map or custom rules for offline play and put MovementZone & SpeedType = Amphibious #Tongue

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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