I thought negative values wouldn't work either but I tested it out & the AI went mad! It built stuff like crazy & overran me with ease... _________________
I'm not sure TeamDelays can take a negative value. That's probably why the AI isn't doing anything. It's not creating any teams.
Removed the negative values and still doing nothing. I'll fill you up with more info. Here are the tags I edited before my AI paralyzed:
BaseDefenseDelay=.25
CloseEnough=2.25 ; was 3.25 but I changed it back to it's default values
GameSpeedBias=3.6
Stray=4.0
RelaxedStray=6.0
AlliedBaseDefenseCounts=50,50,50
SovietBaseDefenseCounts=50,50,50
ThirdBaseDefenseCounts=50,50,50
GuardAreaTargetingDelay=20
NormalTargetingDelay=20
AISuperDefenseProbability=99,99,99
Dunno about TeamDelays. I changed it to negative values ever since I first edited the rulesmd.ini. It didn't spawn this kind of problem.
Dark Templar X wrote:
And your IE had to do with an infantry unit it looks like.
Can you be more specific? Like messed up infantry sequence, infantry coding or something like that? QUICK_EDIT
Add Image=E1 to your dummy infantries PHI1 and PHI2. (except you have a correct art.ini entry and shp, though i doubt this)
Infantry without an image causes IE's and freezes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I doubt it's any of them, I changed the same tags in my rules & the AI worked fine.
So is the Allied AI still working fine?
Yes.
Lin Kuei Ominae wrote:
Add Image=E1 to your dummy infantries PHI1 and PHI2. (except you have a correct art.ini entry and shp, though i doubt this)
Infantry without an image causes IE's and freezes.
Thanks. I'll look into that. Anyway, WEEDGUY doesn't have artmd.ini entry.
ApolloTD wrote:
DissolveUnfilledTeamDelay=10 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
wonderful idea there i guess
Also negative team delays are converted to zero for the game what i asked around.
Ok. So the engine does not accept negative values on TeamDelays, got that. QUICK_EDIT
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