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evicting the AI from buildings
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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Sep 08, 2009 1:46 pm    Post subject:  evicting the AI from buildings Reply with quote  Mark this post and the followings unread

You know how when you destroy the AI's base, they bug out of the buildings and come to attack your base. Is there a way to stop them from leaving the buildings and bunkers. Making the player have to go in and dig them out of the buildings. I can't search the modenc because I wouldn't even know where to start. This is referring to Skirmish maps not single player.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Sep 08, 2009 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't be done AFAIK

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Tue Sep 08, 2009 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crewed=no gets rid of building survivors (the guys you get from selling a building or having one destroyed). All you have to do is open Notepad and rules.ini and Find/Replace "Crewed=yes" with "Crewed=no".

But that affects both Skirmish and Single Player missions.

Unless you edit every SP map to give back survivors, it's a one size fits all thing.

I got rid of building survivors in my mod for 2 reasons:

1) Rule of simplicity. Having survivors spawn 1-2 at a time per building was really inefficient, it only racked up enemy kill counts (or annoyed you when attacking).

2) Rule of fun (though admittedly, having survivors get nukemelted was fun after nuke strikes). Because it was just racking up enemy kills and annoying you, the easiest way to introduce more fun to the game was to remove building survivors. It allows for more fun base attacks (and defenses) that simultaneously improves balance as well.

EDIT:

Or are you referring to the phenomena of mass selling after production buildings are destroyed? That's some deep AI coding right there that last I checked was unchangeable.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Sep 08, 2009 3:39 pm    Post subject: eviction Reply with quote  Mark this post and the followings unread

Quote:


Or are you referring to the phenomena of mass selling after production buildings are destroyed? That's some deep AI coding right there that last I checked was unchangeable.



This is what I am referring to. The reason I want to get rid of it (but you 2 say you can't) is because my AI builds so many people to occupy the buildings it slows the game down when I finally destroy their base. I have to figure out the AIMD file to fix this, referring to the amount of people they build. The amount of people they build is good because I can't just run in and kill them and win, but they build way to many.

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Sep 08, 2009 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is a theory:

Perhaps you find a way to fake a production building, like put some of the logic to fool to AI but not make it functional to actually build anything. Then make it invisible, insignificant, so you don't notice it and it does not stop the game from finishing if it is destroyed. Finally give it a techlevel of -1, the tag like AIBuildThis=yes, and make it unsellable, so only the AI can build it, and does not sell it.

I'm not entirely sure this works though, but I have done some testing; an AI will not care if a production building can not actually produce anything, as long as it is a production building it will stop the AI from its firesale.

I tested this simply by removing the AI triggers to build any aircraft.
With everything but the Airforce command destroyed, the AI won't build anything, but it won't have the firesale (sell everything and attack!) either.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Sep 08, 2009 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

My advice would be to just play with short game on, then all the infantry will just die instead of rushing you.

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Sep 08, 2009 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agreed with Mig. Or just play Multiplayer online #Tongue

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Sep 09, 2009 10:26 am    Post subject: eviction Reply with quote  Mark this post and the followings unread

I'm not crazy for Mig's idea, but I just got smoked by the AI. After seeing the AI I created just come and kick my a** all over the place I think I have created a tough AI and might use Mig's suggestion idea. MT's idea intrigues me and will look into that. Any way you look at it I think I can move on to finishing my mod/campaign. I can't play online because I have modified my game for a mod/campaign, but thanks guys for the feedback.


BTW never thought of looking at the modenc for firesale. I knew there was a name for the "reaction" of being sold, but couldn't recall it

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