Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Fri Jul 17, 2009 5:17 am Post subject:
AI excessive unit creation...
Subject description: oh boy...
Hey all, I was just testing a pair of new units with some shiny new voxels I spotted (don't worry, I will give credit if it ever is worth releasing). Its the Hammer Tank and Guardian tank from RA3, but Im putting it in my RA2:YR mod.
Anyway, I just added their code into the rulesmd.ini and the artmd.ini, NOT the AI controller .ini YET and for some reason, the AI is creating swarms and swarms of both the new tanks, regardless of house or prerequisites... WTF? How did I manage that, without changing the AI task forces yet. How the AI is building BOTH tanks, I don't know.
It works fine from the human perspective, allowing only the unit belonging to your house. Here's the code. Ignore the dummy weapons, etc.:
Code:
; Medium Tank
[GARTK]
UIName=Guardian Tank ;Yes, I know this line is wrong, but I just learned about removing the "MISSING:" thingy
Name=Guardian Battle Tank
Image=GARTK
Prerequisite=GAWEAP,GATECH
Primary=105mmE
Strength=350
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=7
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=yes
Cost=850
Soylent=700
Points=25
ROT=4
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=120mmE
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Fri Jul 17, 2009 7:27 am Post subject:
Yeah, which version of NPatch does fix hat bug by the way? As I have the latest (?), version SE 22. NPatch's site is luckily really clear in what is the newest version, and on Google or ModEnc I can't find it so... _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
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swap the new tanks with vehicles that never get built, such as the taxi or suv in the list. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Fri Jul 17, 2009 3:19 pm Post subject:
I don't believe I have heard of these patches. Obviously, I don't have any of them. If one of these patches would fix it, I would be happy to install it, if my existing modifications should gain no ill effects.
Here's the vehicle list:
Code:
; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
1=AMCV;Allied MCV
2=HARV
3=APOC
4=HTNK
5=SAPC
6=CAR
7=BUS
8=WINI
9=PICK
10=MTNK
11=HORV
12=TRUCKA
13=TRUCKB
14=CARRIER
15=V3
16=ZEP
17=DRON
18=HTK
19=DEST
20=SUB
21=AEGIS
22=LCRF
23=DRED
24=SHAD
25=SQD
26=DLPH
27=SMCV; soviet MCV
28=TNKD
;29=CARRIERB
30=HOWI
;31=DREDB
32=TTNK
33=HIND
34=LTNK
35=CMON
36=CMIN
37=SREF
38=XCOMET ; Not real unit. Weapons have to belong to a unit to be used for things like airburst and Shrapnel. Not my hack.
39=HYD
40=MGTK
41=FV
42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art
43=VLAD
44=DTRUCK
45=PROPA
46=CONA
47=COP
48=EUROC
49=LIMO
50=STANG
51=SUVB
52=SUVW
53=TAXI
54=PTRUCK
55=CRUISE
56=TUG
57=CDEST
58=YHVR
59=PCV
60=SMIN
61=SMON
62=YCAB
63=YTNK
64=BFRT
65=TELE
66=CAOS
67=DDBX
68=BCAB
69=BSUB
70=SCHP
;71=DNOA ;made infantry
;72=DNOB
73=JEEP
74=MIND
75=DISK
76=UTNK
77=ROBO
78=YDUM
79=SCHD
80=DOLY
81=CBLC
82=FTRK
83=AMBU
84=CIVP
;My Units Start Here
85=COPT
86=SGBT
87=GBT
88=TSLBT
89=PMBT
90=GATBT
91=PTBT
92=MINTK
93=PIMP
94=SCAN
95=YRAIL
96=YART
97=RAVEN
98=MOPOST
99=ARAIL
100=SRAIL
101=SFV
102=PARX
103=RBT
104=SNTK
108=LOLMECH ;<-This one does it, disabled now
109=MAMU
111=NLTNK ;<-This one does it,
112=MBNK
113=WRTNK
114=HMMTK ;<-This one does it
115=GARTK ;<-This one does it
Otherwise, those other ones are free from this problem.
So tell me what these patches are called, and as it sounds like a good solution. _________________
it is the 100 unit bug ... check each unit you dont know if it has techlevel=-1 its unbuildable so can be move on a number above 100 ... then add your new units on the free places _________________
Yeah, which version of NPatch does fix hat bug by the way? As I have the latest (?), version SE 22. NPatch's site is luckily really clear in what is the newest version, and on Google or ModEnc I can't find it so...
The 100 unit bug...it doesn't happen in YR 1.001
Hey Atari2600, just patch up to YR 1.001 (most mods requires YR to be patched up to this version) and your problem is solved (in fact, the AI doesn't build said units at all), unless however, you've already patched up your game to said version. That, I'm not sure how to solve...but it shouldn't happen, trust me on this one holmes Oh and welcome to PPM forums comrade _________________ The future belongs to The Forgotten!
The 100 unit bug is documented in RA2YR and refers to 100 buildable (tecthlevel=1-11 IIRC) units. Therefore unbuildable stuff (Techlevel=-1) dpes not count so you may well have 100 units, but seeings as you'll have 20 or 30 civ vehicles as stock you'll only get up to about 70. Plus it's unit 101 it starts spamming IIRC, not unit 100. So if you have 102 buildable units that the AI doeas not spam, please return.
Unntil then STFU and listen. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Fri Jul 17, 2009 4:50 pm Post subject:
It moves it to 200? Well then I can't create an AI for my mod, seeing as it will add more then 600 unique infantry / vehicles / aircraft. Aircraft is obviously not much, so say 275 infantry / 275 vehicles. And that's only the stuff that will be added...ztype.
HOLY SHIT WHY? Why that many? Seriously. Unless you are dday/historical you do not need so many units. Don't make each freaking GI have a personality or something stupid _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Fri Jul 17, 2009 6:17 pm Post subject:
Nah, I have 6 factions with each 2 nearly totally different subfactions, and then some countries too. So 18 nearly completely different (sub) factions, plus 10 / 20 countries which all have 2 / 3 unique units... _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
IIRC, the link that I provided in my post has the fixed list of units so you can maximize the number of units available. Or did we just ignore my useful link to understanding the problem? QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Fri Jul 17, 2009 8:23 pm Post subject:
That won't help me though. With that method you can add 30 vehicles...I add 275 vehicles... _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Anyways, couldn't you cut down on the sides/subfactions somewhat. You do realise RA1 style armour/firepower/ROF/cost multipliers work, right? _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Fri Jul 17, 2009 8:41 pm Post subject:
Yeah, I use that too... Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
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☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Fri Jul 17, 2009 9:04 pm Post subject:
Well, I AM using YR version 1.001, so if this is happening, it must not be covered by that patch.
So basically, if I sort it with the civilian, non-buildable units w/ techlevel=-1 AFTER the 100, and then put my new units before it, this error should cease, huh? Alright, sounds good. Thank you for the information. _________________
Yeah, I use that too... Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both.
Why dont you just have factions share generic units and infantry, like RA1/TD/Dune2000?
I can't imagine most of those units actually being unique, only very slightly and visually. QUICK_EDIT
Joined: 08 May 2009 Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder
Posted: Sat Jul 18, 2009 1:48 am Post subject:
You can't remove XCOMET and DeathDummy. They're placeholders like the Weedgay. XCOMET is a placeholder for tesla and prism tanks and DeathDummy for the unit's default death weapon.
The best thing you remove is the CARRIERB and the DREDB. Unless if you re-enabled it. _________________
The fallen hero will be remembered. She will rise again. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sat Jul 18, 2009 2:33 am Post subject:
I moved only the ones I recognized as movable, like the civy vehicles. It opened up enough room for me to work, and make a few more units, and in a test run, the AI didn't excessively build the units.
So, in a word, SUCCESS! It worked, and I appreciate the help. _________________
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sat Jul 18, 2009 6:41 am Post subject:
OmegaBolt wrote:
need my speed wrote:
Yeah, I use that too... Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both.
Why dont you just have factions share generic units and infantry, like RA1/TD/Dune2000?
I can't imagine most of those units actually being unique, only very slightly and visually.
You're right, most of them have only slight visual and code changes. For example, the Anarchists Slave Miner is a bit dustier an spawns 10 slaves. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Cut down on unit diversity, posssibly add more structure diversity to compensate. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
You can't remove XCOMET and DeathDummy. They're placeholders like the Weedgay. XCOMET is a placeholder for tesla and prism tanks and DeathDummy for the unit's default death weapon.
The best thing you remove is the CARRIERB and the DREDB. Unless if you re-enabled it.
MRMIdAS wrote:
you can put all the units marked with a * after 100.
where do I say to delete xcomet or deathdummy?
I only say to delete the 2 dino entries that are commented out anyway.
What I AM saying is any unit not buildable by any side should go AFTER 100, so you get maximum units, without the bug. QUICK_EDIT
add to your infantry list an E1clone
then give this clone the weapons which the Deathdummy and XCOMET have
e.g.
[InfantryTypes]
...
66=WEAPDUMMY
[WEAPDUMMY]
Image=E1 ;infantry need art or they cause an IE
Primary=DefaultDeathWeapon
Secondary=CometFragment
ElitePrimary=TeslaFragment
EliteSecondary=SuperCometFragment
Then you should be able to delete those 2 stupid placeholder without any problems. _________________ SHP Artist of Twisted Insurrection: Nod buildings
an IFV is again a VehicleType
I wanted to move the useless placeholder to other groups, like the smaller InfantryTypes list. The best might be AircraftTypes being the smallest list. The BuildingTypes list should also work as this one can even go in the thousands. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It's an unbuildable VehicleType so it doesn't make a difference. Why clutter the file with clones that do the same thing? Far easier to load all of your invoked weapons on one unit. QUICK_EDIT
Posted: Tue Jul 28, 2009 6:19 am Post subject:
xcomet and deathdummy
these 2 placeholders what if you scraped all the military vehicles from the game and started form scratch....could these to be taken out??
And Lt I take it you are British...English....not really sure what the proper term is, but Ixonoclast said English fagboys.....um does he know the English call cigarettes fags.......so then he is calling English cigarette boys.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Jul 28, 2009 3:32 pm Post subject:
Yes they can, however, shrapnel (like splitting prism or tesla beams) won't work. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Jul 28, 2009 8:34 pm Post subject:
Oh yes, but I thought there was a serperate vehicle for tesla and prism shrapnel, and thus assumed that he was talking about those 2. My fault. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
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