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MultiplayerAICM
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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Aug 25, 2003 4:52 pm    Post subject:  MultiplayerAICM Reply with quote  Mark this post and the followings unread

can someone either explain this tag to me: "MultiplayerAICM="
and how it actually works.
Or translate this in "normal" english to me:
"These are the coefficients applied to the amount of money the AI generates in multiplayer games. Listed by difficulty level, Brutal, Medium, Easy."

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Aug 25, 2003 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it works similarly to the Ore Purifier, adding this much % to the ca$h AI makes. But I could be wrong.

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Aug 25, 2003 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

can somebody confirm he is right?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Aug 25, 2003 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Multiplayer AI Coeficient Of Money... hmmm....

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Mike
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Joined: 11 Jan 2003
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PostPosted: Mon Aug 25, 2003 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

WTF IS COEFICIENT?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Aug 25, 2003 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really guess nobody is correct. The cash AI receives per unload in the refinery is calculated on the ammount of gold/gem it collected * value + MultiplayerAICM. That's why Brutal AI is usually rich as hell.

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darkness
Cyborg Soldier


Joined: 29 Jun 2003

PostPosted: Mon Aug 25, 2003 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

value * MultiplayerAICM = money...

Not '+'

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Mike
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PostPosted: Mon Aug 25, 2003 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

is the value integer or a percentage?

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Mon Aug 25, 2003 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

if it was a percentage, Easy and Medium AI wouldnt receive any sort of cash.

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Aug 25, 2003 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

i am confused if it is value * multiplayeraicm when on easy and medium it world be like 1000 * 0 wich is 0 and if it is an integer 1000 * 400 = 400000?!?!?! for 1 load?!?!?!

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Mon Aug 25, 2003 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

1000 + 0 for easy and medium

1000 + 400 = 1400 for brutal.

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Mike
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PostPosted: Mon Aug 25, 2003 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

aha so darkness is wrong

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Aug 26, 2003 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Nobody wrote:
adding this many %

It's probably a percentage value, like other coefficients, such as threat rating-related ones.
I think it works like this:
Harvester brings in 40 'bails' of ore, which is worth 40*25=1000 credits. Then it is multiplied by (1+AICM/100) to get the final amount of cash. That way easy and medium get the same 1000, whereas brutal gets 1000*(1+400/100)=1000*5=5000.
Looks like one hell of an advantage, but it's more logical to have this as a coefficient instead of an integer, because if they need to override tiberium value (common action in missions), then brutal wouldn't have that much of an advantage...

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Mike
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PostPosted: Tue Aug 26, 2003 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

yes 1400 is no big difference then 1000

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Aug 26, 2003 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I understand your point, Nobody, but I think that it would be something like an exageration, because it's not that hard to bring brutal AI to economical problems when you start killing all their miners. And also, their gold doesnt grow so fast... I still believe that it is an integer and not a percentage... maybe ra2.tlb could clarify it to us...

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Mike
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PostPosted: Tue Aug 26, 2003 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

well anyone who can read that language please examin

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Tue Aug 26, 2003 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

what if you put a negative? -400, the will receive 1000 + -400 wich is 600, so they would have economic problems ON THERE OWN like us humans do #Tongue

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Aug 27, 2003 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe it's just like this: a value of 400 means the AI gets 4000 per load (400% of 1000). a Value of 200 means 2000 per load (200% of 1000). I mean WW sometimes uses the the wrong descriptions for their tags... for example the entries in the Threat Rating sections were all wrong. And maybe it was just the stupid EA Pacific team that thought up that AICM could mean AI Coeficent of Money. It could mean something different. Like AI Cost Minus for example. Although that doesn't fit with my explanation above..

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darkness
Cyborg Soldier


Joined: 29 Jun 2003

PostPosted: Mon Sep 01, 2003 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think dvds got it right...400% would't be TOO much.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Sep 01, 2003 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

but when I used to play ra2, one pack of gold wasnt enough to make AI build that much...

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Tue Sep 02, 2003 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

well since my mod is for yr i can say banshee is right the ai didn't build 2 apocs and a flacktrack or shock trooper for 1 load

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Tue Sep 02, 2003 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

well now that i think of it my percentage theory was of course wrong as, as banshee said before, a value of zero would mean no money. maybe the value stands for the percentage that needs to BE ADDED to, NOT MULTIPLIED with the ore value.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Sep 03, 2003 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
well now that i think of it my percentage theory was of course wrong as, as banshee said before, a value of zero would mean no money. maybe the value stands for the percentage that needs to BE ADDED to, NOT MULTIPLIED with the ore value.

Just what I said before... Wink

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Mike
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Location: Netherlands

PostPosted: Wed Sep 03, 2003 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turalyon wrote:
well since my mod is for yr i can say banshee is right the ai didn't build 2 apocs and a flacktrack or shock trooper for 1 load


Nope the ai doesnt get this much cash so no

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The DvD
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PostPosted: Wed Sep 03, 2003 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yes Nodody, sorry Wink

yes i belive that's the right explanation. I used to have values lke 3500 there VERY long ago...

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