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Pavement Investigations.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Mar 03, 2009 5:12 pm    Post subject:  Pavement Investigations. Reply with quote  Mark this post and the followings unread

I didn't think this was worth posting in the Research Center, or if this has been discussed before, but I think it's worthwhile at least to ask other people about it, or at least have a warning.

For quite a while now, during TO development I had been hindered with a bug where the A.I. quite literally refused to build beyond a radar. This meant Helipads, Tech Centers, Missile Silos and Repair Bays were pretty much not used by A.I. anymore. At first I considered this to be due to the removal of the GDI Tech Center, but the same problem was occuring with Nod as well. It was only until recently I decided to remove some very old code in which the bug was fixed. The problem was the Pavement, or GAPAVE, had the tag AIBuildThis=yes. I know A.I. was not meant to build Pavements, but I wondered if anyone else had this problem?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 03, 2009 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had a similar problem where i removed from the PrerequisiteNodFactory key the Nod warfactory, so i can use this "or"-connected prerequisite group for 2 other buildings.
The result was that the Nod AI stopped building the Nod warfactory and all higher buildings like tech centre, helipads, superweapons etc.

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