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Editing the rules
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Aug 27, 2009 1:53 pm    Post subject:  Editing the rules
Subject description: Is this correct?
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I decided to redo my rules and I used the following to help improve my AI. I knew I had this on my laptop and finally decided to use it. After I did my editing I got a sad AI. All they built were troops to occupy the buildings and bunkers. The original poster was Kiith-Sa, from this site, I had posted that I didnt know where i had gotten this. till i checked again. Is this correct?

Quote:
Kiith-Sa
Rocket Cyborg



I wrote a "little" AI Rules Tutorial. I also posted it to ModEnc. It descripts most Rulesmd.ini AI tags and I'll propably update it soon.
Sorry for mispelling, I'm not very good in English. Here it is:

CloseEnough=If your big taskforces get stuck, increase this.

Stray= ;If you want to use bigger TaskForces, increase this. ;Recommended:4-5.

RelaxedStray= ;Increasing this prevens big TaskForces to get stuck at regroup and gather command. ;Recommended:5-7.

GuardModeStray= ;Again, if you want to use bigger TaskForces, increase this. ;Recommended:3-4.

TeamDelays= ;This number says how often the AI checks for creating a TeamType in frames. Decreasing it is maybe the best thing you can ever do for the AI. Brutal, Medium, Easy. Recommended: Under 100. (I use 1,1,1 Twisted Evil )
AIHateDelays= ;Delay in frames before AI chooses an enemy. Keep it low.

MultiplayerAICM= ;Percent of addition money for AI. If you want your AI to have plenty of money, increase, but have more dogs guarding AI bases becouse if player's spy gets into an AI refinery, he gets a LOT of money. Brutal, Medium, Easy.

AIVirtualPurifiers= Same as above. 1 gives 25% bonus to money. Brutal, Medium, Easy.

AISlaveMinerNumber= Can be changed, but I recommend to leave it as it is.

HarvestersPerRefinery= Do not edit this. Only one AI will build additional harvesters and others will get stuck.

AIExtraRefineries= Same as above, but decreasing this can give AI more free space in base, and AI can replace a refinery fast. (but it also has less harvesters then, and less money) If you have big TaskForces and need space in base, decrease to 0,0,0 and increase AICM or VirtualPurifiers.
Probably can be increased on 2 player maps safely.


MinimumAIDefensiveTeams= Minimum number of IsBaseDefense=yes TeamTypes AI will build. If it is higher than max number of IsBaseDefense=yes TeamTypes AI can build, it will get stuck causing Soviet (But if high enough, also Allied and Yuri) dead AI issue. To prevent this, just make more IsBaseDefense=yes Teamtypes or increase their Max=. Recommended:3-5.

MaximumAIDefensiveTeams= Maximum number of IsBaseDefense=yes TeamTypes AI will build. Should be higher than minimum.
Recomennded:5-7.

TotalAITeamCap= Maximum of teams used by AI. Good idea to increase, but not too much if you haven't done something to give the AI more free space.

AIIonCannonxxxValue= Absolute ordering of targets when AI fires Weather Storm or Nuke.
Descripion:

AIIonCannonConYardValue= Value of buildings with ConstructionYard=yes
AIIonCannonWarFactoryValue= Value of buildings with WeaponsFactory=yes
AIIonCannonPowerValue= Value of buildings with Power= above 0
AIIonCannonTechCenterValue= Value of BattleLabs
AIIonCannonEngineerValue= Value of Engineers
AIIonCannonThiefValue= Value of Thiefs (Logic still present in RA2)
AIIonCannonHarvesterValue= Value of Harvesters
AIIonCannonMCVValue= Value of MCVs
AIIonCannonAPCValue= Value of Transporters
AIIonCannonBaseDefenseValue=Value of buildings with IsBaseDefense=yes
AIIonCannonPlugValue= Value of buildings with IsPlug=yes-if you give IsPlug=Yes to for example, SWs,this is their value. Of course, you must delete the comment first, or you get an IE.
AIIonCannonHelipadValue= Value of buildings with HoverPad=yes. Deleting the comment fixes HoverPad SW targeting IE.
AIIonCannonTempleValue= Value of buildings with IsTemple=yes. Same as with Plug. Tip- use for SWs,refineries or with Purifiers/Vats/Plants.

AISafeDistance= Distance from enemy/own base at which AI will execute the gather/regroup command. If your AI builds large bases, increase.

AIMinorSuperReadyPercent= If Iron Cortain or ChronoSphere is this charged, AI will start preparing teams which make use of it. Decrease if you have long-building Chrono or Curtain teams.

AlliedBaseDefenseCounts=
SovietBaseDefenseCounts=
ThirdBaseDefenseCounts=
Brutal, Medium, Easy. Number of defense builddings the AI will build for each side. If too high, AI just builds defenses and somehow forgets other buildings, also it then builds defense "chains". If you get total control of what AI builds when, then set defenses to be build later, increase this number to a very high number like 100, and you have nice ring of defenses around the AI base. If you want AI to have many defenses, but it always builds those chains, you can simply disable defenses and use tons of cloned buildings, that allows you to control when AI builds each building including defenses and things like sending SHK to all TESLA thanks to different building IDs.

AISuperDefenseProbability= Propability that AI will use ForceShield when attacked by major
SWs. Recommended:99

AISuperDefenseFrames= If ForceShield is not ready when AI is attacked by major SWs, it can wait maximally this long or it will not fire. Set to as high as is the shortest delay before nuke hits, storm starts etc.

_________________
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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri Aug 28, 2009 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

you probally have to many defensive teams. lower t a bit Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 28, 2009 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

That is way lower then I use, and I don't get problems (okay, the AI sometimes clog up their base with my settings, but nothing a little airstrike can't fix #Tongue).

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Aug 28, 2009 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 has problems with defense teams since the Soviets have a grand total of one. If you increased the MinimumAIDefensiveTeams count and leave on UseMinDefenseRule, you get a stupid AI. The only cure is adding more defense teams.

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