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How to make French AI build multiple Grand Cannons?
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Crap Guy
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Joined: 07 Dec 2009
Location: ???

PostPosted: Wed Dec 16, 2009 9:36 am    Post subject:  How to make French AI build multiple Grand Cannons? Reply with quote  Mark this post and the followings unread

How? I have already placed GTGCAN in PBuildDefense, BuildDefense, PrerequisiteDefense, and other AI defense snippets that I forgot. Also I gave GTGCAN an IsBaseDefense=yes tag. Still didn't work.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 16, 2009 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just clone GTGCAN a few times, but of course don't let the player be able to build the clones.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Dec 16, 2009 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a way to do this without cloning. I just don't have access to the code right now. I'll post it when I have access to it.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Dec 16, 2009 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

make GTGCAN, GTGCAN, GTGCAN, GTGCAN more time in the lines, I think that's worked for me.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 16, 2009 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cloning like OmegaBolt said is how I do it also. Just C/P the GTGCAN code into your map ini like 5 times and rename each of them with something like

[GTGCAN1]
[GTGCAN2]
[GTGCAN3]
[GTGCAN4]
[GTGCAN5]

Set these to
TechLevel=-1
AIBuildThis=yes

add them to the list
[BuildingTypes]
xx=GTGCAN1
xx=GTGCAN2
xx=GTGCAN3
xx=GTGCAN4
xx=GTGCAN5

xx= being the next available number for BuildingTypes

and there ya go.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Dec 17, 2009 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder how Templar did it.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 17, 2009 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

you can make them build more by way of Triggers, scripts, and teamtypes also. That might be what DTX is talking about.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Dec 17, 2009 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The AI file tells the computer to build units, not structures. however, you can tell AI to build a unit that deploys into the grand cannon..

You must be referring to map editing, where a building can be made through script, which would be predictable, and dull.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 17, 2009 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

My knowledge on AI triggers is a little rusty but,



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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 17, 2009 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope, it tells the AI to build a certain teamtype (not specified in the one you showed) when it has more or exactly 10 Grand Cannons.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 17, 2009 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Add GTGCAN to AlliedBaseDefenses, then add the following to GTGCAN:

AIBasePlanningSide=0
IsBaseDefense=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 17, 2009 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for that info Speeder, like I said my knowledge on AI isnt very good. I think someone told me that before also, but it's hard to remember everything about this game.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Dec 17, 2009 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Add GTGCAN to AlliedBaseDefenses, then add the following to GTGCAN:

AIBasePlanningSide=0
IsBaseDefense=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0

That's part of it, and you also need to change these lines;
Owner=French
RequiredHouses=French
ForbiddenHouses=British,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 17, 2009 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yer I was wondering if the Owner needed to be changed or if RequiredHouses would do the job, wont you get the NCO bug tho?

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Crap Guy
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Joined: 07 Dec 2009
Location: ???

PostPosted: Thu Dec 17, 2009 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I've done adding GTGCAN in AlliedBaseDefenses tag. I'll try the values, owner and the AIBasePlanningSide tag.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Dec 17, 2009 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
wont you get the NCO bug tho?

No, because all houses are listed in the three tags. I use the same code and I don't have the NCO bug.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 17, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know curiosity killed the cat, "not referring to you, DTX" Laughing but I'm curious, what is the NCO Bug?

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu Dec 17, 2009 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

The "New Construction Options" bug. I've never experienced it so I don't know its cause, but the bug's name comes from the fact you will frequently get the EVA saying "New Construction Options" when there's nothing new to build.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Dec 17, 2009 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Crap Guy
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Joined: 07 Dec 2009
Location: ???

PostPosted: Fri Dec 18, 2009 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Mig Eater and Dark. That solves the problem. Anyway, you'll get the NCO Bug if you messed with the TechLevels.

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m7
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Joined: 17 Apr 2009

PostPosted: Fri Dec 18, 2009 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

No, TechLevel has nothing to do with NCO bugs.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Dec 18, 2009 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You tried making a french only AI trigger that requires say 3 GC's? get it make a bog-standard attack team off it.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Dec 18, 2009 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

[BuildingTypes] are not valid for [TaskForces].

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Dec 21, 2009 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
[BuildingTypes] are not valid for [TaskForces].


no, make a, say, 3 GTNK takforce, that has a trigger of 3 GC's. AI aspires to build 3 GC's so taskforce can be built.

worked when my AI wouldn't build helipads.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 21, 2009 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Dark Templar X wrote:
[BuildingTypes] are not valid for [TaskForces].


no, make a, say, 3 GTNK takforce, that has a trigger of 3 GC's. AI aspires to build 3 GC's so taskforce can be built.

worked when my AI wouldn't build helipads.

I've never heard of this kind of bullshit mate Confused

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Mon Dec 21, 2009 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what I was thinking. That's not even close to valid. If the AI wasn't constructing airpads, you did something else wrong.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Dec 22, 2009 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fair enough.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Dec 22, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you just do what Mig Eater said and destroy AIBuildThis=yes tag?

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